tag:blogger.com,1999:blog-87298531422023690592024-03-11T21:52:36.470-07:00still practicing_Kilroy was hereTallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.comBlogger191125tag:blogger.com,1999:blog-8729853142202369059.post-624989771207459452013-12-12T08:23:00.000-08:002013-12-12T08:23:00.099-08:005 Minute History: Adeptus Mechanicus OrganizationOrganization<br />
<br />
Fabricator-General<br />
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<tr><td class="tr-caption" style="text-align: center;">Rouge Trader Tech Adept - Artist Unknown</td></tr>
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<br />
The Fabricator-General of Mars is the leader of the Adeptus Mechanicus, and as the Magos Mechanicus is also the head of its Cult Mechanicus. He also invariably holds a position on the High Lords of Terra.<br />
The Ruling Priesthood<br />
Magos<br />
<br />
Magi are the highest ranking Tech-priests. They have mastered a certain aspect of science, of which there are dozens. The rank of Magos accordingly consists of Magos Technicus, Magos Metallurgicus, Magos Alchemys, Magos Physic, Magos Biologis, Magos Genetor, Magos Cybernetica, Magos Explorator etc.<br />
Logis<br />
<br />
The Logis is a logistician, analyst, and statistician. His purpose is to predict future trends and make forecasts about expenditure and needs. They are regarded as prophetic figures.<br />
Genetor<br />
<br />
A Genetor is a high-ranking Tech-priest specialising in the genetic sciences. They are very common among the Adeptus Mechanicus, and often accompany Imperial forces on exploration missions to new worlds.<br />
Artisan<br />
<br />
Artisans (also known as Constructors) design machines, buildings, spacecraft, weapons, and other military hardware. They also control the vast labour forces of Servitors<br />
Magos Fabricator<br />
<br />
The Head of the Adeptus Mechanicus and representative for the Agency on Imperial Command, the Magos Fabricator appoints all Adepts within Hive Malton and has overall command of the Adeptus Mechanicus in the entirety of the Hive.<br />
Adept<br />
<br />
The local commander for the Adeptus Mechanicus, they command all Adeptus in a particular suburb of the Imperium of Man. They coordinate barricading and supply efforts to ensure that barricades for vital locations remain at their optimum levels, entry points remain free for use, and generators and Vox Casters are properly allocated and powered.<br />
Tech-Priest<br />
<br />
More experienced and capable members, Tech-Priests often are quite capable of handling any challenge thrown at them as well as basic medical support and revival services.<br />
Initiate<br />
<br />
A fully trained member of the Adeptus Mechanicus and recent graduate of the Collegium Mechanicus, Initiates are the main rank and file who keep the lights on, barricades up, and generators fixed.<br />
Neophyte<br />
<br />
New members of the Adeptus, these individuals are still undergoing mandatory training to prepare themselves for work in the field.Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com10tag:blogger.com,1999:blog-8729853142202369059.post-23104586847749688002013-12-11T11:28:00.000-08:002013-12-11T11:28:00.922-08:00Gaming: The Importance of DeploymentIts the deployment that got me, how many times have you said that? As you can see in the picture I had everything bunched up on the right side and nothing in the middle / left sides. My opponent he ran up a landraider and once I dealt with the terminators he had everything over on the far left and I had to slog my way over to him while he shot me up and delayed me. So instead of deploying like this:<br />
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As you can see I bunched up and the terrain funneled my vehicles into lanes that restricted their movement, making it quite easy for my opponent to out maneuver me, heck - I gave him half the board with my shoddy deployment!<br />
<br />
now look at this way to deploy:<br />
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deploying like this gives me at least three full squads that can converge on any portion of the midfield. Once I have his main effort stopped with three squads of grey hunters I will always have two other squads, one of which carries a rune priest, to get into his backfield. The long fangs pop shots all day long and the dreadnought is centrally placed so he can get wherever he is needed. <br />
<br />
Sounds simple but its a huge difference in how you deploy and what you can do for the first two turns.<br />
<br />
still practicing_<br />
<br />
TallarnTallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com6tag:blogger.com,1999:blog-8729853142202369059.post-45729949036165410902013-07-15T04:54:00.000-07:002013-07-15T04:54:00.278-07:00Banners, Chaplains & CommissionsA few months ago JJ over at "<b><a href="http://h2lat40k.blogspot.com/">How to lose at 40k</a></b>" put up an offer, make him a banner for his website and he would paint up a mini in trade. After a few emails back and forth I managed to meet his expectations and create a banner design he was happy with. For my mini I asked for a single Death Company Chaplain is exchange. I have been following JJ and his progress over the last year when he started his blog and I thought that I would at least challenge him a bit with the project. Here is the result:<br />
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I am putting this gun into a Death Company squad which will all have custom bases, so I let him know that a plain base was fine.<br />
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I specifically wanted a Forgeworld type combi-flamer, scratch built (to challenge him a bit). Not only did he get that part perfectly, he free handed the blood angel symbol on the shoulder.<br />
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On the scroll work everything is done with minute attention to detail and all the test runs in clear lines.<br />
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<br />
All the highlights are thin and well done, this is truly an excellent addition to my budding Death Company and I greatly appreciate all the work that went into it. An excellent trade for my work on his banners, and something that a great many people could have taken advantage of! <br />
<br />
Now I am not normally one to pimp for other people but JJ has treated me right, and the photo speak for themselves. I would encourage anyone who might be interested in getting some painting done to go over and check out his rates, hes quite reasonable in comparison to some of the other services out there and the quality is just as good (in my ever so humble opinion). His site is here:<br />
<br />
<b><a href="http://www.silvergargoyleproductions.com/">Silver Gargoyle Productions</a></b><br />
<br />
_still practicing<br />
<br />
TTallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com4tag:blogger.com,1999:blog-8729853142202369059.post-67159169986968906342013-07-08T05:43:00.000-07:002013-07-14T17:00:57.627-07:00Was ist der Boogeyman?<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
<span class="hps"><span lang="DE" style="mso-ansi-language: DE;">My
last article gave rise to some questions about the concept of the boogeyman,
and yes – for you readers in England we did add an extra O to the word! So, what
is a boogeyman? In its most basic form a boogeyman is simply a shiny object
used to attract attention. A perfect, and very recent, <span style="mso-spacerun: yes;"> </span>example of a boogeyman either the Wraithknight
or the Riptide. Both of these units are intimidating on the table top because
of their size in comparison to other models and they are both durable because
of their high toughness and wounds. Both of these units are fast on the tabletop
and they both pack a fairly lethal arsenal of weapons. So why are both of these
very good examples of boogeymen?</span></span></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/comic_calvin-hobbs_monster_under_bed_zps2122c3d1.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/comic_calvin-hobbs_monster_under_bed_zps2122c3d1.gif" width="400" /></a></div>
<br />
<a name='more'></a><br /><br />
The thing about both of these units is that they appear to
me more troublesome than they really are. Opponents who do not understand their
role will spend an inordinate amount of time and energy trying to bring them
down rather than working on taking apart the pathfinders or guardian squads
like they should be doing. The <span class="hps"><span lang="DE" style="mso-ansi-language: DE;">Wraithknight</span></span> and the Riptide are both imposing models that
will rip off some heavy shooting into your army, the <span class="hps"><span lang="DE" style="mso-ansi-language: DE;">Wraithknight in particular can bring down
the heaviest of armor with two lance weapons penetrating any armor on a 4+. It
is very easy to get caught up in trying to eliminate this threat and loosing
focus on whats important.</span></span><br />
<span class="hps"><span lang="DE" style="mso-ansi-language: DE;"><br /></span></span>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/boogerman_zps6c777cd4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="108" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/boogerman_zps6c777cd4.png" width="400" /></a></div>
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<span class="hps"></span></div>
<div class="MsoNormal">
<span class="hps"></span></div>
<div class="MsoNormal">
<span class="hps"></span></div>
<div class="MsoNormal">
Making you lose focus on what’s important is exactly the job
of the boogeyman. The boogeyman becomes more important than he really is
because we build him up in our minds to be more important. We remember back to
last game when the Wraithknight blew up our Landraider on turn one, or when the
Riptide shot our Stormraven down when it entered play and killed our Paladins
inside. Both significant events to be sure, but we take these previous
experiences and give them more weight than they deserve in our minds. These
events add to the belief that in order to win we must first eliminate the
boogeyman and remove that threat. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
So what is the point? The point is not to lose sight of what
is important, understand what is and what is not a threat and don’t chase
rabbits down holes. While both the Wraithknight and Riptide can be very
effective against armor, they don’t put out enough firepower to deal with large
infantry squads. They simply can’t kill infantry in large enough numbers per
turn to be concerning, and they certainly don’t want to get into assault with
their low weapon skill. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Being a Space Wolf player my options for a boogeyman are
fairly limited, I could go with Thunderwolf Cavalry but as a purist I can’t
bring myself to play those ridiculous things. Looking around at power armor I
settled on Death Company with a Reclusiarch in charge. I have tried several
delivery methods and the most reliable I have found is a Landraider Redeemer.
So why the Death Company and the Landraider? Many people are unfamiliar with
Death Company and are intimidated by a squad with re-roll hits and wounds on
the charge that also carries Fell No Pain. Most players are fearful of an AV14
anything, much more one with AP3 flamers ignoring cover at strength 6.
Generally this unit gets a wide berth on the table and provides even more board
control as people don’t want to get within 16 inches of them or risk their
assault.</div>
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<br /></div>
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But isn’t that more of a Death Star than a boogeyman? You could
make that argument, but in reality the strength of this unit is more in its
ability to project power than actually apply it. The Landraider is a hard
target, one that any player is loathe to allow to run around on the table –
much less when it is packed full of blood frenzied crazies. But its job it not
to blindly charge across the table and dive into assault, its job is to sit on
my half of the table and deny terrain to the enemy. It becomes a boogeyman
because it causes my opponent to plan ways to avoid it, thus allowing me more
board control. It becomes the monster under the bed that keeps my opponent from
going where I don’t want him to go. And if he decides to go anyway – 55 Attacks
on the charge re-rolling hits and wounds at strength and weapon skill 5 await
him. While I certainly agree with most people that assault armies are almost
dead, counter assault armies certainly are not.</div>
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<br /></div>
<div class="MsoNormal">
Counter Assault: They Haz It! </div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/twogilswithguns_zpsa4fc2747.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="330" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/twogilswithguns_zpsa4fc2747.jpg" width="400" /></a></div>
<br />
still practicing_
Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com4tag:blogger.com,1999:blog-8729853142202369059.post-17095960810630256652013-07-04T04:54:00.000-07:002013-07-04T04:54:00.667-07:00Independence Day 2013: Facts and Stuff1.) We Are Not a Democracy: People often associate democracy with
freedom. We hear this word used all the time by our politicians, by our
neighbors, even sometimes by our educators. But the fact is we are not a
democracy. We are a republic. Our Founding Fathers deemed this an
important distinction to make and discussed the matter quite a bit. In
the end, our Founding Fathers claimed that a democracy was both extreme
and dangerous for a country as it would most assuredly result in the
oppression of the minority by the majority. Take this one example from
Founding Father, Elbridge Gerry: "The evils we experience flow from the
excess of democracy." And Thomas Jefferson said that democracy should
never be practiced outside the limits of a town. Our Founders were very
wary of power no matter who had it and thus limited it as much as
possible -- this is why we have such a unique system of checks and
balances.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/kate-upton-american-flag-stars-stripes-bikini-800x1009_zpsab3d29bb.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/kate-upton-american-flag-stars-stripes-bikini-800x1009_zpsab3d29bb.jpeg" width="253" /></a></div>
<br />
2.) Our Founding
Fathers Would Not Have Recited the Pledge: Another patriotic tradition
that gets a lot of attention, particularly around this time of the year,
is the Pledge of Allegiance. The Pledge did not exist during our
Founders' lifetimes -- something that is very clear when looking at its
text. The Pledge was written over a century after America's founding in
1892. It was also written by a socialist -- Francis Bellamy, whose
original text was: "I pledge allegiance to my Flag and the Republic for
which it stands, one nation, indivisible, with liberty and justice for
all." According to our Founders, the states are not indivisible, but
very much the opposite. In fact, when ratifying the U.S. Constitution,
some states, such as Virginia among others, specifically declared the
right to secede from the Union should they feel it necessary just as an
extra precaution to make sure that that state right was understood. Our
Founders took their states rights very seriously and considered the U.S.
Constitution to be a compact amongst the sovereign states so that any
state could secede if it felt the federal government had become
oppressive. So, if not with a pledge, how would our Founding Fathers
begin meetings and celebrations? The answer: most likely with a prayer.
In fact, the very first resolution brought before the First Continental
Congress, and immediately passed, was the declaration that they would
open every meeting with a prayer.<br />
<br />
3.) The Midnight Ride
of Paul Revere . . . and 40 others? The mythology of Paul Revere's
midnight ride can be traced back to the year 1860 with the writing of
that famous poem, "Paul Revere's Ride." Here's what really happened: On
April 18, 1775, British troops were ordered to arrest John Hancock and
Samuel Adams, both of whom were in Lexington at the time and to seize
arms and provisions at Concord. Upon hearing this, Paul Revere and
William Dawes set out on horseback -- taking two different routes to
Lexington in order to warn Hancock and Adams. Along the way, they warned
the towns they passed through of the British invasion. By the morning
of April 19 roughly 40 men were out on horseback spreading the news.
Revere arrived at Lexington first, followed by Dawes. The two men then
headed toward Concord, but were intercepted by British troops. Dawes,
though injured, managed to escape, but Revere was captured. He was
rescued by American militiamen a short while later. It was during this
confrontation between British troops and American militiamen at Concord
that the famous shot heard 'round the world was fired.<br />
<br />
So
this July Fourth, research what you're celebrating and talk about it
with your family. Benjamin Franklin said that we have Republic, if we
can keep it. Former Congressman and author of the book "In Tune with
America: our History in Song," George Nethercutt Jr. put it this way:
"The foundation of the freedoms we enjoy as Americans is the U.S.
Constitution, the longest surviving constitution of any nation in
history. To be civically unaware is to diminish our freedom, but knowing
our history makes us all better Americans. Read our nation's Founding
documents and they will inspire you."Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com2tag:blogger.com,1999:blog-8729853142202369059.post-89293228797723989152013-06-24T05:44:00.000-07:002013-07-04T05:16:05.483-07:00Rock, Paper, Scissors<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
In the last month I have managed to get in 5 games against 5
of my friends who all play very different lists with very different armies. Ork
Speed Freaks, Necron flyer spam, Tyranid monstrous creature spam, Eldar Jet
Bike spam and even an Eldar / Dark Eldar Beast Pack. Now, all of these guys are
great players and all of them know their armies each of them have won local and
regional tournaments and can regularly be found playing on the top three tables
at any event they go to. In full disclosure I will say that I have been testing
multiple ideas for a revised army list and not all of these concepts proved
useful for what I am trying to do. That being said, my research lead me to a conclusion
that I have been ignoring for the better part of 18 months now – the all comer
list is dead.</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/si-no_zps74e803e6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="292" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/si-no_zps74e803e6.jpg" width="400" /></a></div>
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I have been an ardent defender of the ‘all comers list’
concept for years. I always felt that a well balanced army played by a person
experienced with that army – could win in any match up they were presented
with. With great zeal and conviction I held onto that belief until recent
events forced me to consider alternatives, the most horrific of which was Baron
Von Pretty Pants flying round on his skateboard with a beast pack and a Farseer
as they mulched my entire army by turn 5. Scissors ran into rock, a very big
rock. The advent of 6<sup>th</sup> edition introducing psychic powers, flyers,
allies and all the myriad of combinations and choices has officially turned up
the volume to 11.</div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/demotivational-posters-optimism_zps862d39e2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="295" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/demotivational-posters-optimism_zps862d39e2.jpg" width="320" /></a></div>
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Back in December I discussed a ‘punch list’ of things to
watch out for and make sure your army had a solution for, the original list is <a href="http://desertraiders.blogspot.com/2012/12/40k-tactics-list-building.html">HERE</a>.
Looking at that list now has lead me to the conclusion that while it does
contain some good ideas to consider, the fundamental flaw in the list is that
it relies on your opponent to be playing an ‘all comers’ type of army. Instead
of assuming that our opponent will be a rational individual who is going to
bring a balanced army like ourselves, we must assume that our opponent will be
a nut case who will bring the most broke ass combination of units on the
planet.</div>
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Once you accept that idea, the punch list of things your
army needs becomes much shorter!</div>
<br />
<ul>
<li>At least four durable, scoring, units</li>
</ul>
<ul>
<li>At least two units that can threaten the board from multiple
angles (out flank, infiltrate, deep strike)</li>
</ul>
<ul>
<li>At least five models with a range greater than 36 inches</li>
</ul>
<ul>
<li>One ‘boogey man'</li>
</ul>
<br />
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That is it – that is my new punch list for how I am designing
my lists these days. Not overly complicated and instead of worrying about what
my opponent will do and how I will react to him, I now look at how to impose my
will upon my opponent. I do this by presenting multiple threats and problems through
my ability to change my deployment from game to game. By simply outflanking one
unit I can push him in off the edges or force him to castle up in one corner, by
having deep strikers I can force the same. Infiltrators help me with initial
board control and a big evil ‘boogey man’ keeps him from rushing forward to
quickly. We will explore the idea of boogey men later – but just to illustrate
the idea my current version of a boogey man is 11 Death Company with a single
Thunder Hammer and a Reclusiarch in a Landraider.</div>
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<br /></div>
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Will it work for you? Hell – I don’t know. I know how I play
and what works for me, and my previous thinking ain’t cuttin it! The only thing
I can tell you is the ‘rock, paper, scissors’ aspect to 40k has been turned up
to 11 and there are lists out there that you will not be able to deal with ‘defensively’,
you are going to need ways to mitigate their advantages and get them out of
their rhythm or they will mulch your army like so many others until they run
into the paper to their rock.</div>
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<br /></div>
<div class="MsoNormal">
If you are like me, and you enjoy playing 40k more as the thinking
man’s game – the only way to keep doing it is to play the maneuver game and
force them to react to you. More on this later as I continue to marinate, but
the above list is a good start for now.</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/parabellumprincess2_zps5c29d237.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="268" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/parabellumprincess2_zps5c29d237.jpg" width="400" /></a></div>
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<br /></div>
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_still practicing</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
T
</div>
Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com7tag:blogger.com,1999:blog-8729853142202369059.post-11519223907896232602013-04-09T05:53:00.000-07:002013-06-22T07:54:46.981-07:00How I learned to stop worrying and love the Helldrake<!--[if gte mso 9]><xml>
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<![endif]--><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">You can’t hunt what you can’t kill. Pretty simple
concept really, if your opponent can’t do any damage to your unit – you are
free to do what you want. What are we talking about? Why the Helldrake of
course! Everyone’s favorite barbeque and vector strike specialist custom made
for taking out 3+ armor and almost anything else that gets in his way.
Previously I talked about the effect this little guy has had on the game and
not over reacting and reminding everyone that there aren’t 3 Helldrakes waiting
for you around each corner. Now, let’s talk about some of the tools we have
that we can use against this marine killing machine.</span></span></span><br />
<br />
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/bitchmints_zps8400a1af.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/bitchmints_zps8400a1af.jpg" width="400" /></a></div>
<br />
<br />
<a name='more'></a>Landraiders. Guess what, can’t hurt it. Helldrakes vector
strike is Strength 7 AP 3, which means anything inside a Landraider can move
around without a thought in the world about Helldrake. Given that most armies
have moved away from melta and into plasma you don’t need to worry about their
infantry either. At worst you will face a Vindicator or some Necrons with Gauss
as a counter, so don’t be dumb and get within 24” of those things.<br />
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Monoliths. Can’t hurt it, durrr. Not a bad little vehicle
either with its ability to move forces around the table. Helldrake gets too
close to that immortals squad? Port them across the table and out of his way.
Oh by the way it can deep strike and lay down some withering fire when it wants
too. It is not specifically transporting your troops to protect them, but it
can shuffle them around the table like a card shark, and that can be most
helpful indeed.</div>
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Stormravens. AV 12 on the sides means Helldrake can only
vector strike you needing a 5 to glance and a 6 to penetrate. Your Multi-Melta
doesn’t give a rip about Helldrake and your assault cannons can rend him down.
In realm of anti aircraft fights the Stormraven is supreme with its side armor
of 12.</div>
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Vendettas are a great choice with their twin-linked
lascannons and cheap points cost, again those AV 12 sides force Helldrake to
get a 5 to glance them while the Vendettas twin-linked lascannons are tearing
up the Helldrake. As an added bonus it carries a troop choice for late game
objective grabs and general mayhem.
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Anything with a 2+ save. Not the optimal solution, but still
an option for armies that can field some hardened infantry. What this will
unintentionally do, and you need to think about this, is direct him towards
your other infantry. So while one unit might be safe it only serves to lower
the count of units Helldrake will go after and thus decrease the survivability
of those units.</div>
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<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">None
of these units above are specifically tasked to kill / survive Helldrake. All
of these units are multi-role and can fit a variety of assignments depending on
the situation. That capability is key when it comes to the multi-game multi-army
situations that happen in a tournament setting. You don’t want to over
specialize your army to the point where it is completely ineffective against
anything but the Helldrake. All of the units listed above will allow you to
maintain flexability against multiple army types while also granting some
protection and counter to the new barbeque masta – Helldrake.</span></span></span></div>
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/treehouse_zpsf2ce577b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="321" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/treehouse_zpsf2ce577b.jpg" width="400" /></a></div>
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<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;"></span></span></span> What not to do – the Aegis Defense line. The more I progress
into 6<sup>th</sup> edition the less I take this unit, what was once an
auto-include for me has been relegated to the display shelf. They are simply
too static and too many people have figured out a hard counter to them. However,
any weapon that can fire during your opponents phase and try to take out the
Helldrake before it gets to fire is still a welcome friend. That being said,
the odds aren’t really in your favor on this idea. With BS 4 you have a 2 in 3
chance to hit, a 1 in 2 chance to penetrate (at strength 9 with the lascannon)
and a 1 in 3 chance to roll a 5 or a 6 and blow the damned thing up. That puts
you at around a 10% chance to kill the thing, oh and don’t forget his 5+
invulnerable save and you end up at a whopping 6% chance of bringing him down.
Not great odds…</div>
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What’s the biggest take away? Well for one the sky is not
falling. You have tools to counter this thing, so take a breath and look at the
units above, then think about ways you can find similar tools in your own
codicies and army lists that have similar characteristics and can provide some
of the same qualities I outlined above.<span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; line-height: 115%; mso-ansi-language: EN-US; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US;"> </span></div>
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/Babe_-_Vostroyan_First-Born.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/Babe_-_Vostroyan_First-Born.jpg" width="400" /></a></div>
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Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com2tag:blogger.com,1999:blog-8729853142202369059.post-16754113273951030252013-04-02T07:24:00.000-07:002013-04-09T18:32:25.876-07:00Helldrake Stage 5: Acceptance<!--[if gte mso 9]><xml>
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Let start out by saying this is not a rant about how
Helldrake is broken, how it ruins the game, or how I crapped my pants and
learned to like it when I see that God Forsaken critter on the other side of
the table. If you are still anywhere in stages one through four, skip this
article and move on to another author who might be in one of the same stages of
Denial, Anger, Bargaining or Depression as yourself. Those of us here have
already moved on to Acceptance and are quietly plotting the death of our
enemies and ways to neutralize them.</div>
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Building an army list has always been pretty easy in 40k,
get some troop choices and then some stuff to support them. Take your
objectives and make sure you have enough annoying things to prevent your
opponent from taking theirs. Pretty simple right? Along comes a spider, I mean
– Helldrake. Now your troop choices all get Barbequed, can’t hide in cover and
don’t get an armor save. Your annoying support units that go in and take the
fight to your opponent to buy time for your troops holding objectives? They get
Vector Struck and then Barbequed, despite the Helldrake being past them. Because,
you know, firing in a 360 degree circle is cool – and Helldrake does as
Helldrake pleases.</div>
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But this is an article for those of us in Stage 5, so we
have already moved past all that – now we get to try and figure out what to do
next. There are a couple of ways to look at this, we can try and out armor
Helldrake by tucking squads into Landraiders and challenging the Helldrakes to
come get us, which they can’t, but this costs too much in points and money to
try. We can try and shoot down the Helldrake but with an invulnerable save and
wound regeneration, it’s going to take a metric crap ton of fire to bring him
down. Another idea is to out spam the Helldrake, but with Helldrakes magic
eraser wiping out 4-7 MEQ per turn, even spamming MSU won’t help for more than
a couple turns. You can try an Aegis, but at most you are going to get two
shots off and then you are dead as Helldrake ignores cover, again – Helldrake
does as Helldrake pleases.</div>
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After ticking through the list I arrived at my own
conclusion for the ‘Helldrake Conundrum’; Rhino’s to buy time for small scoring
units, one Landraider to hold a counter assault / scoring unit and some
Stormtalons. With the new ‘Skies of Death’ the Stormtalons came down in price
and are quite affordable, with the Skyhammer Missiles also dropping in price
you can get an Assault Cannon / Skyhammer wielding flyer on the board for 125
Points. This gives you 3 strength 7 shots from the Skyhammer and another 4
shots at strength 6 with rending and twin linked from the assault cannons.
While not overwhelming at first glance the humble Stormtalon makes up for
quality with sheer quantity. <span style="mso-spacerun: yes;"> </span>With a
front and side armor of 12 the Helldrake won’t go down easy with a frontal
assault, but remember the assault cannon is turret mounted and can fire behind
the Stormtalon – perfect for flying over the Helldrake and getting shots on the
rear armor of 10.</div>
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Now, here’s the real rub. Not ever army you are going to
play is Chaos Space Marines. You are going to have to play plenty of other
armies at the local game store and tournaments. So if you tailor a list to
mitigating Helldrakes you risk opening yourself up to other armies – Helldrakes
have really pushed the ‘Rock, Paper, Scissors’ in 40k all the way to 11. How
will a list that can deal with Helldrakes now turn around and take on a Tyraind
Psychic Choir or an Ork Speed Freaks list?</div>
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That’s the real problem with Helldrakes – It’s not that they
are game breaking by themselves, it’s that they push the median way outside of
the bell curve and force the entire curve to move to meet them. It’s like in
University when you ran into that one teacher who graded on a curve in the
elective basket weaving class and you just happened to be in that class with
the one kid who really really really wanted to be a basket weaving artist and
wrecked the curve. Here is the Warhammer 40,000 bell curve in the period we
will refer to as ‘pre-Helldrake FAQ’ and then the ‘post-Helldrake FAQ’:</div>
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If you think of the curve as the types of armies that are
effective with a large majority of armies being effective in the middle, you
can then see the negative skew that the Helldrake imposed on other armies after
its release. This effect only really became apparent after the release of the
FAQ that allows the Helldrake to fire anywhere within 360 degrees of its base.
Prior to this ruling you could run straight at the Helldrake and mitigate its
barbeque ability because of its minimum movement carrying it past you. Now this
no longer works, as it can simply fire behind itself, and there are literally no
places safe from the Helldrake on the table.</div>
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A similar, if much less dramatic, shift occurred during the
release of Grey Knights. Paladin units swept all that stood before them and
people spent months trying to figure out how to bring enough weapons, and the
right type of weapons, to bear that could neutralize this new scourge. The
shift was minor and within a few months most people had devised ways in which
to neutralize this new threat. The one thing that prevented Paladins from
ruling the 40k megaverse was their high points cost. Ultimately this high cost
limited their numbers on the table top and made them easier to deal with,
additionally they are infantry – and as such move much slower and are much more
predictable.</div>
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Because Helldrake suffers none of the limitations of high
points cost or limited maneuverability their effect on the game has been even
more dramatic. This decreased cost along with increased capabilities has lead
to the seismic shift in tournament armies that we are seeing now. Of course
players will learn to adapt and the era of the ‘Helldrake FAQ’ will come to an
end eventually. But looking across the board at armies currently in service it is
difficult to see where that hard counter will come from. Perhaps Tau will have
an answer with their access to skyfire units.</div>
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Bringing us back to where we started, the difficulty in the
Helldrake is not just devising counters to the Helldrake, but devising counters
that don’t leave you defenseless against other armies that you will be facing
in a tournament setting as well. Land Raiders are an obvious choice as the
Helldrake simply cannot hurt them. It almost goes without saying that you need
your infantry in vehicles to provide protection and mobility, but those
vehicles are extremely vulnerable to vector strike and then barbeque of the juicy
bits. All of this and you need to remember that you are going to have to play
other guys with completely different armies that are probably also trying to
figure out how to get past the inevitable Helldrake list.</div>
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Take two of these and call me in the morning:</div>
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still practicing_ </div>
Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com0tag:blogger.com,1999:blog-8729853142202369059.post-54691246401646963882013-03-04T04:54:00.000-08:002013-04-02T07:09:58.928-07:0040k Tactics - Defining the Battlespace<!--[if gte mso 9]><xml>
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In 1984 NATO adopted a doctrine of battle known of as ‘Air
Land Battle’. This doctrine divided the battle space up into a three parts -
the Rear Area, the Main Battle Area and the Deep Operations. Generally
speaking, different elements in the force were given responsibility for
separate areas with clear boundaries on those areas. The areas given to
specific units generally fit the capabilities and limitations of the forces assigned
to those areas. For example a B-52 would have responsibility for targets in the
Deep Operations area because of its ability to deliver large amounts of highly
explosive ordnance from the relative safety of high altitude but its inability
to actually hold any ground. An Infantry Company or Tank Platoon would be given
responsibility in the Main Battle Area due to their relatively short range,
compared to the aforementioned B-52, and their ability to take and hold ground,
which the B-52 lacks. Artillery with its longer range and high damage potential
but relatively low survivability, compared to the Infantry and Tanks, is more
suited to the Rear Area where it can support the Main Battle Area with relative
safety.</div>
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<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/BattlefieldOrgtwo_zps310efd2a.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="257" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/BattlefieldOrgtwo_zps310efd2a.png" width="400" /></a></div>
<br /></div>
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Now, I know that right now you are doing one of two things.
You are either:</div>
<div class="MsoListParagraphCxSpFirst" style="margin-left: 19.5pt; mso-add-space: auto; mso-list: l0 level1 lfo1; text-indent: -.25in;">
<span style="mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin;"><span style="mso-list: Ignore;"><br /></span></span></div>
<div class="MsoListParagraphCxSpFirst" style="margin-left: 19.5pt; mso-add-space: auto; mso-list: l0 level1 lfo1; text-indent: -.25in;">
<span style="mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin;"><span style="mso-list: Ignore;">A)<span style="font: 7.0pt "Times New Roman";">
</span></span></span>Wondering who in the hell cares about all this mumbo
jumbo.</div>
<div class="MsoListParagraphCxSpLast" style="margin-left: 19.5pt; mso-add-space: auto; mso-list: l0 level1 lfo1; text-indent: -.25in;">
<span style="mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin;"><span style="mso-list: Ignore;">B)<span style="font: 7.0pt "Times New Roman";">
</span></span></span>Already categorizing units in your army based on
the above criteria.</div>
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<br />
<a name='more'></a><br /></div>
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The rest of this ‘article’ is
written for those of you choosing option ‘B’. The rest of you should skip down
to the end for the instant gratification of our hawt chick with a gun for this
week. Now that that’s out of the way, let’s continue.</div>
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<br /></div>
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Starting from our table edge and
working forward, let’s look at the first area which extends 8” forward from our
table edge, the ‘rear fight’. What goes on in the rear area and what kinds of
units will we find there? Artillery loves the rear area - things like Long
Fangs, Thunderfire Cannons, Manticores, Whirwinds, Lobbas, Lootas and
Broadsides all enjoy hanging out back in the rear area. These units enjoy the
relative safety of the rear area where they can use their longer range and
higher strength to maximum effect against opposition targets at greater
distance. With their range they can affect anything in the Close Fight and some
things in the Deep Fight while maintaining a generally safe distance from all
the unpleasantness of the Close Fight.</div>
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<br /></div>
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Moving forward of the 8” imaginary
line we get into the area of the table I refer to as the Close Fight. Things
that excel in this area are units like Grey Hunters, Chaos Marines, Boyz Mobz,
Firewarriors, Gaunts and Guardians. Their relatively short range, high volume
of fire and ability to take and hold objectives makes them the perfect choice
for pushing forward from the rear fight and into the close fight. As these
units move forward they provide a screen for our units in the rear area and allow
them to continue with their primary mission of neutralizing your opponents
priority targets through the depth of the field. The Close Fight is where
battles are won and lost; the units assigned to fight there must be able to
survive incoming fire whether through superior numbers or superior armor while
simultaneously dishing it out.</div>
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<br /></div>
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Crossing through the Close Fight
we are now 36” across the table at another imaginary line that gets us to, what
I refer to as, the Deep Fight. What goes on in the deep fight is typically
things designed to disrupt your opponents support formations and draw units
away from the close fight. Being able to influence the deep fight does not also
mean you need to physically be there, things like Autocannons, Boivores and
Lobbas are perfectly capable of effecting units in the deep fight with their
long range. That being said, slinging bullets only goes so far and sometimes
you will need units to physically be in the deep fight to have the most effect.
Drop Pods, Spore Pods, Teleporting, Shunting, Jump Packs, Bikes, Outflanking
and transport Flyers are all great ways to deliver units into the deep fight
that allow you force your opponent to react to you and pull forces from the
close fight while hopefully eliminating some of the units hiding out in their
support echelons.</div>
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<br /></div>
<div class="MsoNormal" style="margin-left: 1.5pt;">
Thinking about the areas of the
battlefield in this way helps us to establish a framework of categorizing units
that will pay dividends in army construction and planning before you hit the
table. Understanding the ways in which units should be deployed and used in a
supporting system of overlapping capabilities goes a long way towards making
your army work in a cohesive manner where the whole is more than the sum of its
parts.</div>
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<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/closeupsm_zpsdb3490f1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="267" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/closeupsm_zpsdb3490f1.png" width="400" /></a></div>
<br />
<br /></div>
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Still practicing_</div>
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<br /></div>
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T<span style="mso-spacerun: yes;"></span></div>
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<br />Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com3tag:blogger.com,1999:blog-8729853142202369059.post-71933259035303623252013-02-25T06:34:00.000-08:002013-03-02T07:29:27.213-08:00Target Priorities in 6th Edition<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
Recently I got in a game against one of my friends who is preparing
a list for a national tournament soon. He told me to bring a no-holds barred
list because he wanted a good test for the army he was looking at taking. Happily
I obliged with my usual Drop Wolves with a squad of Stern Guard in a pod as
well. After the dust settled we totaled up the points and I managed to pull out
the victory despite loosing all the Sternguard – opps! We can get into speed
bump units, multiple Troop choices or even the merits of Drop Pods some other
day. What we are really here to discuss is target priority – because at the end
of the game my friend was puzzled with me as to why I was shooting what I was
shooting with what I was shooting them with!</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/a-tuesday-26_zps9dbdda77.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/a-tuesday-26_zps9dbdda77.jpg" width="392" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a name='more'></a>Opposite my army over there in the Tyranid lines sat a pair
of Dakka-fex, a pair of baby spewing Tervigons, a Dakka-Tyrant, a pair of
squads with two Hive Guard each and a bunch of gribbly things. First turn I
poured shots into the Hive Guard and the Dakka-fex leaving the Tervigons and
Tyrant all alone, second turn I continued. In fact, by the end of the game I
hadn’t put a single one of my 10 missile shots a turn into either of the
Tervigons or the Tyrant. Why not?</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Quite simply I look at bugs in three categories – small,
medium and large. Small bugs are the gribbly little things that nip and your
heals and try to tie you up so the big bugs can come up and clean your clock.
Medium bugs are the mid field shooting and support guys, their main purpose is
to inflict casualties in your base of fire and distract you from the rest of
the army. Large bugs are just that, the large bugs! Tyrants, Tervigons and
Trygons are really the primary large bugs, Carnifexes can fall into the large
category if they are outfitted with choppy spikey things, but I put the Dakka-fex
into the medium category.</div>
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<br /></div>
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So in my mind when I started my target priority in the first
round I went for the Hive Guard and the lead Dakka-fex with my missiles. I
allowed the small bugs in front to move forward into bolter range and more
importantly – funnel the large bugs and slow their movement. I managed to pick
off the medium sized support bugs in fairly short order and by turn 3 they were
all removed, next target was the remaining small bugs that were camping
objectives, which I blasted off with large volleys of frag missiles, again
avoiding and shots at the large bugs. Instead of shooting up the large bugs I
tied them up with Grey Hunters by forcing them to assault into me across cover
and slowing them down a full extra turn when then failed a charge roll
initially. The Grey Hunters held up for a couple of turns and bought me the
time I needed to keep the large bugs from ever crossing midfield.</div>
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<br /></div>
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So, could I have shot the large bugs with missiles? Yes –
but why? With AP3 missiles at strength 8 I stand a much better chance of
knocking out the Hive Guard and the Dakka-fex early on. Firing AP3 missiles
into the Tyrant with his 2+ save is a waste of ammo, better to tie him up with
speed bumps than to even waste a single missile on him. <span style="mso-spacerun: yes;"> </span>The Dakka-fex has a 3+ save, so you are
removing his save and he’s only got 4 wounds – which you can strip almost
entirely in one turn from Long Fangs. The amount of shooting from the Dakka-fex
that you are eliminating from the Tyranid army by shooting him up first is
truly amazing – or you can waste shots trying to remove the 6 wounds on the Tervigon,
your choice. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
When dealing with bugs it quickly becomes a game of how
quickly and reliably can I eliminate threats to keep him over on the other side
of the board. A Tyranid player relies on the ability to make you choose targets
and hopefully present you with difficult choices that will benefit them.
Killing the Tervigon who is in the back field spewing out gaunts faster than
you can kill them is always a tasty target. But how reliably can you kill it?
At toughness 6 and 6 wounds with a 3+ save, and probably sitting in cover as
well, how effective are you lascannon, autocannon or missile launcher shots
really going to be at taking her down? All the while the Dakka-fex and Hive
Guard are moving forward and murdering your front ranks. </div>
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<br /></div>
<div class="MsoNormal">
Assessing the threats and eliminating them in order of
priority is quickly becoming the key to winning in the brave new world of Dakka-40k.
The above examples are made using Tyranids as an example but the principles
discussed apply to any army.</div>
<div class="MsoNormal">
<br />
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/3Dsnipergirlsmall_zpsf12e1a3b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/3Dsnipergirlsmall_zpsf12e1a3b.jpg" width="400" /></a></div>
<br /></div>
<div class="MsoNormal">
still practicing_</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
T </div>
Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com6tag:blogger.com,1999:blog-8729853142202369059.post-71511561691495362302013-02-11T04:36:00.000-08:002013-03-02T07:28:29.123-08:00Building Better Allies in BlocksWorking through small ally contingents for use with my Space Wolves has
led me to thinking about a system of putting together ally forces in a
concept of building blocks. The concept of building blocks follows a
simple format that creates a single ‘base block’ being your primary
detachment. The’ base block’ starts at a bare bones 1,000 point list
with no frills and no gimmicks, just wholesale pain at discount prices.
To this base block we add detachments of allies that are preformatted
into ‘task blocks’ depending on the situation. These ‘task blocks’ fall
into three categories: offensive, defensive and operational. In my
system ‘task blocks’ only requirement is to be less than 750 points,
this gives you a package at the most common point value of 1,750 points.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/wiresigns_zps2d8c5aad.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="263" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/wiresigns_zps2d8c5aad.jpg" width="400" /></a></div>
<br />
<br />
<a name='more'></a>If you think in terms of 1,000 points and 750 points it gives you a
baseline to start with, that can be modified as you build individual
blocks. If your ‘base block’ swells to 1,150 points, then your task
block would shrink to 600 points. If the tournament you are playing in,
or the game you have scheduled, is 1,850 or 2,000 points you can go back
and plus up your blocks to reach the new point levels. When you start
thinking in terms of ‘blocks’ it makes it easier to think through
scenarios in your head and put together ideas and thoughts in a more
thoughtful manner when building your lists. It also forces you to
whittle down your primary and ally detachments to the ‘meat &
potatoes’ rather than taking too many of the shiny toys.<br />
<br />
In my example I have built my 1,000 point Space Wolves ‘base block’ thusly:<br />
<br style="background-color: white; color: #674ea7;" />
<span style="background-color: white; color: #674ea7;">
</span><span style="color: lime;"><span style="background-color: white; color: #674ea7;">Rune Priest, Runic Armor</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
Wolf Guard with Power Weapon, 10 Grey Hunters double Meltagun</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
Wolf Guard with Power Weapon, 10 Grey Hunters double Plasmagun</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
Wolf Guard with Power Weapon, 5 Grey Hunters Meltagun</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
6 Long Fangs, 5 Missile Launchers</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
6 Long Fangs, 5 Missile Launchers</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
</span><br style="background-color: white; color: #674ea7;" /><span style="background-color: white; color: #674ea7;">
Vindicator with Dozer Blade</span></span><br />
<span style="color: lime;"><span style="background-color: white; color: #674ea7;"> </span><br />
</span><br />
Coming in at 999 points this Space Wolves ‘base block’ provides all the
resiliency and fire power you could hope for in a 1,000 point list. The
list packs plenty of durable scoring units with the ability to engage a
wide variety of targets from vehicles and heavy infantry to gribbly
little critters. What it lacks in creativity it more than makes up for
in redundancy and firepower, an excellent ‘base’ on which to add our
offensive, defensive or operational blocks.<br />
<br />
In this case I have decided to compliment the Space Wolves list with
some heavy specialized fire power from the vanilla marine codex. I am
looking for a highly adaptable unit that can fulfill a myriad of
battlefield rolls and can do so reliably both with and without support.
In this case I am looking to build a compliment to my Wolves, adding to
their destructive force while adding an element of speed and flexibility
like I have discussed previously in my Strike Package article.<br />
<div style="color: #674ea7;">
<br /></div>
<div style="color: #674ea7;">
Space Marine Librarian<br />
<br />
10x Sternguard with 3x Combi-Melta and double Plasmagun<br />
<br />
Scout Squad with 8 dudes, sniper rifles and cammo cloaks<br />
<br />
Thunderfire Cannon</div>
<br />
Like Ninja's - the Sternguard leave no trace!<br />
<br />
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<br />
Coming in at 610 points this ‘operational block’ leaves me 140 points
that I can then put back into my base block, adding Drop Pods or
additional Grey Hunters to the already strong ‘base block’. I can shave a
few points by dropping the Grey Hunters to 9 to fit in Drop Pods or I
can drop the Wolf Guard to make them fit. Shaving those points allows me
to ‘plus up’ the 5 man Grey Hunter squad and make them more resilient. I
can also use leftover points to add an Aegis if necessary.<br />
<br />
Another idea for an ‘offensive block’ uses Codex Blood Angels like this:<br />
<span style="color: lime;"><br />
<span style="color: #674ea7;">Reclusiarch with Combi-Flamer</span><br style="color: #674ea7;" /><span style="color: #674ea7;">
</span><br style="color: #674ea7;" /><span style="color: #674ea7;">
11 Death Company, double hand flamer</span><br style="color: #674ea7;" /><span style="color: #674ea7;">
</span><br style="color: #674ea7;" /><span style="color: #674ea7;">
Death Company Dreadnought with Blood Talons and Heavy Flamer</span><br style="color: #674ea7;" /><span style="color: #674ea7;">
</span><br style="color: #674ea7;" /><span style="color: #674ea7;">
Stormraven</span></span><br />
<br />
<span style="color: #674ea7;">
</span>
Coming in at 725 points this ‘offensive block’ adds some flyer defense
and provides a strong distraction that can strike into the heart of your
opponents lines without fear. With a few tweaks of some units you can
easily fit in two Drop Pods full of Grey Hunters and really take the
fight to your opponent while your Long Fangs and Vindicator cause havoc
on their lines. A Death Company dreadnought with double Blood Talons
getting off a charge on an IG blob in the third turn is enough to make
even the hardest IG commander think twice about where he places his
forces. <br />
<br />
Offense: You're doing it right! <br />
<br />
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<br />
A very simple idea for creating a Sisters of Battle ‘defensive block’ might look something like this:<br />
<div style="color: #674ea7;">
<br />
Cannoness<br />
<br />
10 Sisters of Battle, double Meltagun<br />
<br />
10 Sisters of Battle, double Meltagun<br />
<br />
Retributor Squad, 10 sisters, 4 Heavy Bolters</div>
<br />
Coming in at exactly 500 points this ‘defensive block’ provides you with
a high density of power armor screening units that can sit in your
backfield and screen your Long Fangs while securing objectives and
pumping out mid range fire that can take advantage of rending with the
Retributors, adding to your already potent base of fire. This also frees
up 250 points to go back into your ‘base block’ giving you additional
HQ, Grey Hunters, Drop Pods or Terminators to help take the fight to
your opponent while the Sisters hang back and secure your backfield
taking advantage of their cheap cost, ballistic skill of 4, power armor
and boltguns.<br />
<br />
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<br />
In allies there are no right or wrong answers, there are only ideas
about what can and can’t work for you. Breaking up your primary
detachment into a large ‘base block’ and potential allies into ‘task
blocks’ is a good way I have found to help organize my thoughts and
create more cohesive lists that complement each other and take advantage
of each others strengths while minimizing their inherent weaknesses.
Thinking in terms of ‘offensive, defensive and operational’ tasks for
your blocks helps me to keep things balanced in my lists and helps me
have a plan going into the fight rather than making one up on the fly.<br />
<br />
still practicing_<br />
<br />
T Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com1tag:blogger.com,1999:blog-8729853142202369059.post-60060632601926136612013-01-14T04:36:00.000-08:002013-02-08T11:29:50.441-08:00Drop Pod Defense: 101I have talked about this at length previously and I find myself once
again going back to a foundational principle in order to discuss a
proper defensive posture for an aggressive Drop Pod army. The essence of
warfare is a violent struggle between two hostile, independent, and
irreconcilable wills, each trying to impose itself on the other. War is
fundamentally an interactive social process. Clausewitz called it a <i><b>Zweikampf </b></i>(literally
a “two struggle”) and suggested the image of a pair of wrestlers locked
in a hold, each exerting force and counterforce to try to throw the
other. War is thus a process of continuous mutual adaptation, of give
and take, move and countermove. It is critical to keep in mind that the
enemy is not an inanimate object to be acted upon but an independent and
animate force with its own objectives and plans. While we try to impose
our will on the enemy, he resists us and seeks to impose his own will
on us. Appreciating this dynamic interplay between opposing human wills
is essential to understanding the fundamental nature of war.<br />
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The object in battle is to impose our will on our opponent. The means to
this end is the organized application or threat of destruction by force.
Notice that I say ‘the threat of destruction’, this is particularly
important when placing your forces on the battlefield or when moving
them. Your opponent’s deployment and his movement of forces on the
battlefield will be in counteraction to your own. The placement of a
Drop Pod, or the threat of placement, will naturally force you to
respond or sacrifice an asset, either way the simple <i><b> ‘threat of destruction’</b></i>
(from the Drop Pod forces) must cause a reaction from our forces.
Anticipating, or better yet – dictating, the deployment of those Deep
Striking forces and taking advantage of it can be the difference between
winning and losing.<br />
<br />
We must move the conversation away from a simple analysis of weapon
systems and their employment to a tactical discussion about not simply
“what” we deploy, but “how” we deploy it. How do we use deployment to
take advantage of the inherent weakness of Drop Pods and set the
conditions for victory before the first shot is fired?<br />
<br />
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<br />
The drawings presented above are one possible solution you can use when
dealing with Drop Pods armies – leverage the maneuverability of your
forces and avoid the static “gun line” answer of “MOAR DAKKA”. Present
multiple problems to your opponent and force them to react to you,
instead of allowing them to force you to react to them. Understanding
the rules and using them to your advantage, like correctly positioning
forces to deny a flank that allows you to move up reserves unimpeded,
are critical actions that pay huge dividends later in the game.<br />
<br />
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<br />
As a disclaimer, the above drawings are only “A Way” and not “THE Way”. I
only hope to present one possible solution as an illustrative guide to
get you thinking in a non-linear manner about alternative solutions to
the inevitable “Castle up and shoot more” solution. <br />
<br />
My Child - Destined for Greatness:<br />
<br />
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<br />
still practicing_ (at the birthplace of Hooters)<br />
<br />
SandmanTallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com0tag:blogger.com,1999:blog-8729853142202369059.post-68404695366614999552012-12-17T04:54:00.000-08:002013-01-16T06:44:45.897-08:0040k Tactics - List BuildingWhether you realize it or not everyone has a checklist. When
you get up from the table after eating at a restaurant you check your pockets
to make sure you have your keys, your phone and your wallet. Everyone does it
even if you don’t realize it; your brain is constantly cycling through
checklists. It should come as no real surprise that your army lists usually
come out with similar tactics and similar qualities, because your brain is
automatically using a checklist on you – even in army list building. So what’s
in your checklist and how do you figure it out?<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/danger-ahead.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="331" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/danger-ahead.jpg" width="400" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br />
<a name='more'></a>Psychologically your brain <i style="mso-bidi-font-style: normal;">should</i> get to its checklist through trial and error. I say ‘should’
because there are individuals who will continue to use a certain technique
regardless of the outcome because statistically speaking even a 1% chance
happens once every 100 times. Let’s use the example of a man in a pub looking
to gain the attention of an attractive woman. One technique is to simply walk
up to the woman and ask ‘how about we find out how your clothes look on the
floor next to my bed?’ This is a perfectly valid technique, however – most of
us know with 99% certainty that this technique will end badly for the
individual in our example. After this bad outcome the brain files away that
information and adds it to the ‘do not use’ list in our subconscious.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In our next example
the young man offers to buy the woman a drink and listens intently as she goes
on endlessly about her cat, roommate, boss, friends and favorite character from
Dr Who. After hours of incessant jibber jabber perhaps the young man in our
example gains access to the young ladies phone number and the potential for a
second date where there will be more talk of feelings, hopes, dreams,
disappointments and life goals followed by the potential invitation on a second
date or perhaps even a ‘night cap’ involving the ultimate goal of discovering
exactly how her clothes look on the floor next to his bed. In both cases the
goal is the same, the difference is how reliably the goal is achieved. The
brain is taking notes <span style="font-family: inherit;"><span style="font-size: small;">and filing this information away for later use – even if
you don’t realize it.</span></span></div>
<div class="MsoNormal">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">In that same line of thinking I have started
with some idea’s from Neil over at the 11<sup>th</sup> Company and modified
some, deleted others and added a few. Ultimately I arrived at the following
questions:</span></span></span><span style="font-size: small;"> </span><br />
<ul>
<li><span style="font-size: small;">How will I reliably deal with 2 AV12 flyers?</span> </li>
<li>How will I deal with a 50 man blob squad<span style="font-size: small;">?</span> </li>
<li>How will I reliably kill 40 MEQ over 5 turns?</li>
<li>How will I deal with 3 to 5 shooting squads in transports?</li>
<li>How will I deal with Daemons deep striking into my lines?</li>
<li>How will I deal with multiple enemy invulnerable saves<span style="font-size: small;">?</span> </li>
<li>How will I deal with an Aegis Defense Line?</li>
<li>How will I provide 4 durable scoring units?</li>
<li>How will I deal with multiple wound models in large squads?</li>
</ul>
<ul>
</ul>
<span style="line-height: 115%;">Are these questions exhaustive? Of course not,
there are tons of other questions out there with thousands of valid answers.
These questions are simply a rough starting point to keep in mind when you are
putting a list together. Really the point is this, ‘have you thought about how
your army will react to X’ and if you have no answer – perhaps you should
address it. Answers don’t have to be comprehensive and they don’t all need to
be different. </span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/Cylonevolution.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/Cylonevolution.jpg" width="400" /></a></div>
<br />
<span style="line-height: 115%;">Hey, if toasters can evolve - so can we!</span><br />
<br />
<span style="line-height: 115%;">still practicing_</span><br />
<br />
<span style="line-height: 115%;">Tallarn </span><br />
<br />
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;"></span></span></span>Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com2tag:blogger.com,1999:blog-8729853142202369059.post-14892446074813409482012-12-10T04:54:00.000-08:002012-12-17T16:55:05.273-08:00Hobby: Priming and Airbrush TrickVery simple tricks are almost always the most useful. While painting my mini's before I base them I generally place the pins in the feet and then use corks from wine bottles to hold them in. I just find it easier to paint them with the ability to remove them from their 'holder' before I base them. Another benefit to doing it this way is when using an airbrush or priming.<br />
<br />
I always use a flat piece of cardboard to spray against when painting, the last thing painted on this one was drop pods as you can still see the outline. I set my wine cork on the cardboard and run a paper clip through like so:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/miniprime02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/miniprime02.jpg" width="301" /></a></div>
<br />
<a name='more'></a><br /><br />
Bring out the end and curl it around on the bottom of the cardboard to hold it in place like so:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/miniprime03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="263" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/miniprime03.jpg" width="320" /></a></div>
<br />
Now use the pins on your models feet to hold him in place on the cork:<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/miniprime01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/miniprime01.jpg" width="273" /></a></div>
<br />
<br />
You can even stand it up sideways:<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/miniprime04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/miniprime04.jpg" width="320" /></a></div>
<br />
<br />
Like I said, very easy to use trick that is pretty useful for the way I paint but might not be helpful for everyone. But it might give you an idea or two about how to change things you already do to make it easier for you.<br />
<br />
still practicing_<br />
<br />
TallarnTallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com2tag:blogger.com,1999:blog-8729853142202369059.post-28139062836690974622012-11-26T04:36:00.000-08:002012-12-10T10:41:06.387-08:00Warhammer 40k Tactics - Strike Packages 2.0<span style="font-size: small;"><span style="font-family: inherit;">In my previous discussion I laid out a list of qualities
that I think are essential in a solid strike package – durability, mobility,
lethality and adaptability. I like to think of these qualities as a starting
point that I use when putting together what I refer to as a ‘strike package’.
Keeping in mind that in my definition a strike package is a unit that is used
to target specific portions of an opponent’s army and eliminate them quickly
and efficiently without resorting to using the famous ‘make it fit wrench’ of
simply tossing the kitchen sink, or a hammer, at the problem. That being said,
strike packages are very much a ‘maneuver warfare’ based concept and people
well versed in ‘attrition warfare’ will probably find the concept foreign, and
or useless, to them. </span></span><br />
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<tr><td style="text-align: center;"><a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/Blitzkrieg_Kittens.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="256" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/Blitzkrieg_Kittens.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Maneuver Warfare - He's got it!</td></tr>
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<br />
<a name='more'></a>Before we take a look at what I use for a strike package I do want to point out that with the addition of allies in 6th edition the strike package has truly become a viable, and almost necessary, option for many armies. The ability to add a small contingent from another codex allows you to plug holes in your primary army by pulling from the strength of others. In my opinion you should always use allies to fill gaps in your army and add strength to strength, making the whole better than the individual parts. But that is a topic for an entirely different day!<br />
<br />
So what do I use for a strike package? Right now my preferred strike package takes full advantage of ally rules in 6th edition by bringing a contingent of Vanilla Space Marines into my Space Wolf force. Vanilla Space Marines can get 12 guys into their drop pods where as my Wolves only get 10, this allows me to put a full squad in the drop pod while adding a character to join them – In this case I use a 10 man Stern Guard squad, 3x Combi-Melta and 2 Plasmagun, with Librarian that uses ‘Gate of Infinity’ and ‘Null Zone’. To make the allied detachment legal I toss in some scouts with sniper rifles, at only 75 points it’s a small ‘tax’ to pay in order to add a very effective strike package to my list.<br />
<br />
In order to answer the obvious question ‘What makes them so effective?’ Let’s simply go through the previously discussed list of durability, mobility, lethality and adaptability in order to provide an example of how I do my own analysis.<br />
<br />
<ul>
<li>Durability, basic save of 3+ and a toughness of 4 – we all know the durability of Marines and the concept of ‘MEQ’ is not lost on anyone. It’s basically the gold standard for gauging what is considered ‘good’, not great and not horrible, durability. If you want to add a bit more durability you can always add Terminator armor to the Librarian because there is still room in the Drop Pod and with his two wounds you can have him tank shots for the other Marines. </li>
</ul>
<ul>
<li>Mobility, as my good friend Tony taught me, ‘Drop Pods are only fast once – but usually it’s all you need.’ Drop pods will reliably get you where you want to go, and with a bit of planning, when you want to be there. By taking three pods you can either bring them first wave or hold them off until a target presents itself. With the reliability of reserve rolls and the ‘internal guidance’ of the Drop Pods you can be fairly sure that you will get them where they need to go. As a further layer of maneuverability the Librarian has gate which comes in handy from time to time to get you moving again once the primary target is destroyed. </li>
</ul>
<ul>
<li>Lethality is a measure of how reliably can the unit bring down assigned targets, the measure is poorly defined and in a game of dice – can easily go right out the window. In my mind lethality is the ability of the unit to bring down targets, plain and simple. In my definition lethality is the high end of the spectrum, Terminators and Wraiths being good examples. Can the unit ‘ratchet up’ to deal with hard hitting blocks of highly durable models? With 2 Plasmaguns and 3 Melta shots you can be reasonably assured that
most 'hard targets' with take significant damage in a single round of shooting.</li>
</ul>
<ul>
<li>Adaptability, naturally, would then fall into the other end of the spectrum – can the unit provide high volume of accurate fire to mitigate or remove cover saves, high toughness or improved armor. Having high lethality is great, but making the unit adaptable enough to counter multiple threats gives you options and creates dilemmas for your opponent. Dilemmas by their very nature create choices and choices create opportunity, again – a topic for another day! With the multiple types of ammunition available to Sterguard - AP3, Removing Cover, Poisoned and
Long Range High Strength; the Sternguard can cover multiple situations
and perform reliably well at all of them. From dislodging a guard blob
from an Aegis Defense Line with their Dragonfire rounds to bringing down
high toughness monstrous creatures with Hellfire rounds - the
Sternguard can cover a range of employment scenarios and target packages.</li>
</ul>
Taking all these things into consideration is by no means exhaustive of all the things people may consider when building units into their army. I only use it as an example of the things that I take into consideration when putting my own lists / armies together. I have found this to be very effective method for gauging not only the effectiveness of a unit prior to testing it out in a game, but it also gives me an idea of how to best use it before testing it in a game. Let’s face it, game time is an important commodity and having an idea of a units capabilities and limitations prior to testing speeds up the testing process and makes better use of your gaming time.<br />
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: small;"><span style="font-family: inherit;">Speaking of Strike Packages...</span></span></td></tr>
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<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">Again, I'm a giver. </span></span></span></div>
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<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;"><span style="font-size: small;">still practicing_</span></span></span></span></div>
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<br />Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com5tag:blogger.com,1999:blog-8729853142202369059.post-62172288523732801652012-11-19T04:54:00.000-08:002012-11-25T12:48:28.928-08:00Warhammer 40k Tactics - Strike Packages 1.0The strike package – what are they and what do they do? In the ‘real
world’ strike packages are put together to deal with threats of a certain
level, threats of a level you don’t typically want your standard infantry units
to deal with. In the world of Warhammer 40,000 these threats take the form of
things like 20 Lootaz dug in behind an Aegis Defense Line. See, I really don’t
want a squad of Imperial Guard Veterans or a Squad of Tactical Marines trying
to move up and take that out. It’s a specific threat that is difficult to deal
with and requires more than the typical ‘square peg – round hole’ solution on
the table top, enter the strike package.<br />
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<br />
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<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/rapidreactionforce.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="258" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/rapidreactionforce.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Less than optimal Strike Package</td></tr>
</tbody></table>
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<br />
<a name='more'></a> First let’s define a ‘strike package’ – it needs to be
durable, mobile, lethal and adaptable. In order to be an effective strike
package you need to be able to meet 3 of the 4 requirements, if you can meet
all 4 that is great, but in my opinion very few units actually meet all 4. </div>
<ul>
<li>Durability in the strike package is a must, they need to be
able to take a hit and remain effective – these are not suicide troops we are
simply throwing in to pop one tank, we want a thorn in the side of our opponent
that diverts resources from the main attack. For every point to put into the
strike package you want your enemy to loose or divert 1.5x the cost of the
strike package to deal with it. That helps other units and disrupts your opponent’s
plan, allowing you to gain the upper hand.</li>
</ul>
<ul>
<li>Mobility allows us to get the strike package where it needs
to be, when it needs to be there. The best examples are Drop Pods and Deep
Striking, these two methods of deployment operate independently of normal
deployment and allow you to see how the battle is unfolding and where you need
the strike package to enter play in order to most effectively disrupt your
opponents plan. Other things like assault vehicles can be just as effective at
delivering your forces, but require slightly more planning although the end
result is the same. Flyers can also be an effective method for delivery of a
strike package in many cases. Whatever method you choose the requirement is the
same, get the strike package where it needs to be, when it needs to be there –
reliably. </li>
</ul>
<ul>
<li>Lethality in the strike package is one of the most important
aspects to consider when building your ‘universal tool’. In fact, lethality is
probably the most important aspect in that it doesn’t matter how durable or
fast you are in getting to the target – if you can’t kill it. Lethality takes
many forms and is difficult to measure. High volume of fire can be just as
effective as plasma in bringing down targets, the problem with lethality lies
in finding a balance that allows you to be effective against a variety of
threats so your strike package is effective in multiple situations.</li>
</ul>
<ul>
<li>Adaptability is gained in multiple ways and allows us the flexibility
to leverage our strike package against multiple threats. If we build a strike
package to specifically deal with Thunder Hammer / Storm Shield Terminators and
none show up, can it now deal with a mob of 20 Gretchin around a battery of
Lobbaz that are sniping out our Sergeants? If a Wraith Star doesn’t show up can
it deal with a deep striking Lord of Change with Daemonettes?<span style="mso-spacerun: yes;"> </span>For a strike package to be effective we need
to be able to use it in multiple places against multiple problems, adaptability
allows us to do just that.</li>
</ul>
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In order to truly appreciate the ‘strike package’ and what
it can do you must first start thinking of your opponent’s army as a machine.
That machine has parts, those parts work together to achieve a goal. A strike
package is a tool, that tool allows us to rapidly disassemble portions of that
machine in order to hasten its demise. Next time I will continue with my
thoughts on what I use as an effective strike package and how I use it.</div>
<div class="MsoNormal">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/Rule5_Girls_With_Guns_41.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="267" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/Rule5_Girls_With_Guns_41.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An optimal Strike Package</td></tr>
</tbody></table>
<div class="MsoNormal">
You didn't think I would get all philosophical and technical on you and then deny teh boobies did you? </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
still practicing_</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Tallarn</div>
Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com1tag:blogger.com,1999:blog-8729853142202369059.post-49997313420330209132012-10-16T04:36:00.000-07:002012-11-18T07:32:54.066-08:00Space Wolves and the Aegis Defense Line<!--[if gte mso 9]><xml>
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<div class="MsoNormal" style="font-family: inherit;">
<span style="font-size: small;">Where, oh where to begin. Its been a month or so since my
last blog post and there are bunches of things floating around in this little
skull full of mush that sits atop my neck. Needless to say I won’t be going
into them all today. One thing I would like to talk about is fortifications.
Now, ill be the first to admit, when I first saw the fortifications I scoffed
at them. Who needs these silly little things I asked, pure rubbish. Then I ran
head long into the difficulties of trying anything mechanized in 6<sup>th</sup>
edition and contemplated a different solution.</span></div>
<div class="MsoNormal" style="font-family: inherit;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/adaptationdemotivator.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="310" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/adaptationdemotivator.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Adapt or Die - its pretty simple! </td></tr>
</tbody></table>
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<br />
<a name='more'></a><span style="font-size: small;">40k is a shooting game. We all have read this, we all
acknowledge the foundation of the concept – yet may of us, myself included,
thought we were smarter than that. Laughing at others we decided we could make
it work and forged ahead with our 5<sup>th</sup> edition lists only to get
blown off the table by foot lists of shooty spammy dewm. My only consolation was that
Drop Pods became much better than before and all that practice I got in 5<sup>th</sup>
edition with them put me much farther ahead of the game when 6<sup>th</sup>
rolled around. Going back to the drawing board I was forced to take a hard look
at how to improve the survivability of my Grey Hunters at range. </span></div>
<div class="MsoNormal" style="font-family: inherit;">
<br /></div>
<div class="MsoNormal" style="font-family: inherit;">
<span style="font-size: small;">Sure the 24” range of bolters is better now, but many armies
out there are getting their wins with sheer volume of fire, Tau and Necrons in
particular. In order to compete its not enough to be able to deal out
punishment, you need to be able to absorb it as well – and while the 3+ armor
save is awesome, when you have to make 20 of them it quickly gets chewed up.
Going back to the fortifications I found that the standard Aegis Defense line
with its 4+ cover save and large size might be well suited to filling my
requirement. My standard 1850 army list had two Razorbacks in it and so
bringing in an Aegis was a very simple swap for me. Now it’s a squad of
terminators (with a Rune Priest and Arjac) in a pod, 2 squads of grey hunters
in drop pods, a large 10 man Grey Hunter squad with 2x Plasma, 2 more 5 man
Grey Hunter squads to camp objectives, another Rune Priest, 2 squads of Missile
Fangs and the Aegis Defense line with an Icarus Lascannon.</span></div>
<div style="font-family: inherit;">
<span style="font-size: small;">
</span></div>
<div class="MsoNormal" style="font-family: inherit;">
<br /></div>
<div class="MsoNormal" style="font-family: inherit;">
<span style="font-size: small;">What it lacks in creativity it makes up for in sheer
redundancy. The list has 5 scoring units that can all take the fight straight
to you along with a hate sponge of terminators and long range fire power. It’s
hard to take it completely apart and even harder to eliminate all the bits that
can hurt you. Accepting the fact that the Razorbacks are useless gave me 80
points to play with, a wargear change on the Terminators made room for the
Icarus Lascannon. The army breaks up into two pieces, the Hammer in the form of
the Terminators and two Drop Pods full of Grey Hutners – and the anvil in the
form of a fire base wrapped in a defense line and filled with Grey Hunters,
Long Fangs and a Rune Priest.</span></div>
<div style="font-family: inherit;">
<span style="font-size: small;">
</span></div>
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<br /></div>
<div class="MsoNormal" style="font-family: inherit;">
<span style="font-size: small;">When an enemy tries to focus fire on a unit to destroy it I
can simply go to ground and gain a 2+ cover save. Even if I go to ground I can
still hold objectives behind the wall and I can snap shot at things if
necessary. What this creates is a rock hard anvil that absorbs fire all day
long and takes stress off of my hammer units. Broadside Battlesuits? Good luck,
ill take my 2+ in the fire base while my Drop Pods come crashing down on your
head. No terrain on the table? No worries – I brought it with me. Enemy Drop
Pod coming to crash my party? I have 5 units all intermingled, you will get off
a disorganized charge at best and I have 35+ dudes in there that are all
getting 2 attacks – see how long that squad holds up. </span><br />
</div>
<div style="font-family: inherit;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/badrobot.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/badrobot.jpg" width="257" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">What's this picture?! Does it matter?</td></tr>
</tbody></table>
<div style="font-family: inherit;">
<br />
<span style="font-size: small;"><span style="line-height: 115%;">What’s the point in all this? Well the point is
if you haven’t tried out the Aegis Defense line you should give it a shot, its
not for everyone – but it creates a firebase that you can set up anywhere,
regardless of terrain. Believe me, I was the first guy to say ‘screw that piece
of garbage, I am sticking to my tanks’ only to get shot off the board and watch
my precious 3+ saves get decimated by volume of fire while my transports were
glanced to death. 6<sup>th</sup> edition takes an entirely different way of
looking at things and fortifications are one of the things you might want to
consider.</span></span></div>
<div style="font-family: inherit;">
<br /></div>
<div style="font-family: inherit;">
<span style="font-size: small;"><span style="line-height: 115%;">still practicing_ (even with new fangled fortifications!)</span></span></div>
<div style="font-family: inherit;">
<br /></div>
<div style="font-family: inherit;">
<span style="font-size: small;"><span style="line-height: 115%;">Tallarn </span></span></div>
Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com0tag:blogger.com,1999:blog-8729853142202369059.post-86760199731157189672012-09-03T04:54:00.000-07:002012-11-18T07:33:26.062-08:006th ED: Wolves and Divination<br />
<div class="MsoNormal" style="font-family: inherit;">
Fair warning for this article: I run a double Rune Priest
build and I used to play Everquest. Now that I have gotten that off my chest, let’s
go back in time about 12 years. Everquest shaman: great class that made its
money making other characters and groups better. Wizards blast, Clerics heal,
Druids taxi and Tanks tank – but the Shaman could universally make them all
better. Using their buffs that give you bonuses to Health Points, Stamina,
Strength and even speed the Shaman could dramatically increase the combat
effectiveness of any group or, at higher levels, entire raiding parties with
their AOE spells.</div>
<div style="font-family: inherit;">
</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/jackblackblackboard.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/jackblackblackboard.jpg" width="320" /></a></div>
<div class="MsoNormal" style="font-family: inherit;">
<br />
<br />
<a name='more'></a>Why is this important now? Because it shapes my thinking
about how to use Rune Priests and what they should be doing. In 5<sup>th</sup>
Edition the big deal was JOTWW, Living Lightning and Murderous Hurricane – that
was it, end of story. Every Rune Priest took a combination of those and they
were all geared towards offense. The Rune Priest was a support character only
for his Runic Weapon, that all powerful bubble of 24” where in nothing is cast
uncontested. In respect to psychic powers the Rune Priest was a one man
wrecking crew laying waste to Tyranid monstrous creatures and any other low initiative
model wandering too close to the ‘line of death’.<br />
<br /></div>
<div style="font-family: inherit;">
</div>
<div class="MsoNormal" style="font-family: inherit;">
So now here we are in 6<sup>th</sup> and our Rune Priests
retained their Runic Weapons for psychic defense while everyone else saw their
hoods nerfed. We have a slew of new psychic powers and even newer ways in which
to use them. As a Space Wolf we have access to both of the best psychic ‘trees’
out there, Biomancy and Divination. Both of these contain great psychic powers
and their primaris powers are not too shabby either. What it really comes down
to when selecting your powers is what type of player are you – and what do you
expect your Rune Priest to do for you? Where you place your Rune Priests in the
game and what units they are with will also have a great deal of influence over
what you expect them to do.</div>
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<br /></div>
<div style="font-family: inherit;">
</div>
<div class="MsoNormal" style="font-family: inherit;">
In my army my Rune Priests have gone from being a Wizard to being
a Shaman – as I think it should be. I don’t ask my Rune Priests to blast away at
the enemy as I did in 5<sup>th</sup> Edition, I ask them to make everyone around
them better. In the Divination tree the primaris (default) power is Prescience,
this allows you to pick a single unit with 12” and give them the ability to
re-roll failed ‘to hit’ rolls. An easily overlooked application of this is not
just in shooting, but in close combat and skyfire situations as well. This is a
power that multiplies the combat effectiveness of a unit, making them better as
a result. Additionally, because it is a blessing – it is not subject to ‘Deny
the Witch’ like JOTWW would be.</div>
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<br /></div>
<div style="font-family: inherit;">
</div>
<div class="MsoNormal" style="font-family: inherit;">
There are numerous other examples in the Divination tree of
granting units the ability to ignore cover with their shooting (hello night
fight), granting a 4+ invulnerable save and even forcing enemy units to re-roll
their successful saving throws (good night Paladins). All of these powers are
buffs designed to increase the effectiveness of your army and your units,
making them better and doing their job – destroying the enemy.</div>
<div class="MsoNormal" style="font-family: inherit;">
<br /></div>
<div class="MsoNormal" style="font-family: inherit;">
In the interest of keeping this article manageable for the people
out there, like me, who are easily bored – I thin that about does it for this
one. Next week I will take a look at the Biomancy ‘psychic tree’ for guys who
are looking at a bit more offensive capabilities from their Rune Priest.</div>
<div class="MsoNormal" style="font-family: inherit;">
<br /></div>
<div class="MsoNormal" style="font-family: inherit;">
still practicing_</div>
<div class="MsoNormal" style="font-family: inherit;">
<br /></div>
<div class="MsoNormal" style="font-family: inherit;">
T </div>
Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com4tag:blogger.com,1999:blog-8729853142202369059.post-51888011223171271872012-08-27T05:53:00.000-07:002012-09-05T10:28:32.549-07:006th ED: Wolves and PodsI love drop pods. The lists that I always enjoyed playing in
5<sup>th</sup> used 3x Drop Pods and would deliver 1x squad with Rune Priest,
Wolf Guard and 8x Grey Hunters along side 2x pods full of a Wolf Guard and 9x
Grey Hunters. I found this to be hit and miss (because sometimes that 3<sup>rd</sup>
pod just won’t come on!) and while survivable because of its high numbers – it lacked
an ability to run up and punch you in the face. In games against armies using
long range supporting fire like Tau and Heavy Marine (thunderfire) armies it
did very well. But against mobile armies it could struggle because as Mars
always tells me ‘Drop Pods are only fast once’ and every once in awhile my guys would
find themselves struggling to keep up with faster armies. <br />
<div class="MsoNormal">
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/droppodscomic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/droppodscomic.jpg" width="400" /></a></div>
<br />
<br />
<a name='more'></a>In 5<sup>th</sup> there were a couple of other things
working against Drop Pods, the mishap table was slightly less forgiving, the
reserve rolls were slightly harder and Rhino’s were more survivable than they
are now. Not only are those two charts slightly more forgiving now, we have
things like ‘Linebreaker’ and ‘First Blood’ that encourage two things that Drop
Pods excel at – getting into enemy lines and blowing stuff up. Those are two
easy victory points right there that help you with not only winning the game
but also serve to put your opponent back on their heels and force them to react
to you and what you are doing – rather than executing their plan.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
If you think that Drop Pods might work for your army and you
play style then next logical question is – how should I use Drop Pods? First of
all the minimum number of Drop Pods you want to use with Space Wolves is at
least 3. Why three Drop Pods? For starters the ‘Drop Pod Assault’ rule, you
take the number of Drop Pods in the army and divide it in half, rolling up, to
determine how many Drop Pods hit on turn one. If you take 2 pods you will get
one on the first turn and one in reserve, arriving on a 3+ turn two, 3+ turn 3
and automatically on turn 4. Another factor for Wolves is that we cannot
teleport into battle like other Marines so we can get one Drop Pod in and then
use the homing beacon on it like other armies. Realistically this is why I say ‘three
pod minimum’, because the way I play (punch you in the face) requires dudes on
the table in sufficient numbers to survive until reinforcements arrive. One
Drop Pod delivering 10 wolves is simply not survivable enough to hold out when
the majority of your opponent’s army will now be aimed squarely at them.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
If you decide that you want to use Drop Pods the next
question is, what the heck should I put in them? Really your only two choices
in this are Wolf Guard in Terminator Armor and Grey Hunter squads. In my
example above I was always using 30 marines in power armor as my assault force
with a Rune Priest, 3x Wolf Guard and 26 Grey hunters. Lately I have been
running a Wolf Star in place of the Rune Priests squad that looks like this:
Rune Priest with Terminator Armor and Master of the Runes, Arjac Rockfist, 3x Wolf
Guard with Terminator Armor, Chain Fist and Storm Bolter. The other two pods each
have a Wolf Guard with Power Fist, Combi Melta and 9 Grey Hunters with
Meltagun, Power Sword and Wolf Banner. This allows me to look at my opponent’s
army and decide whether or not to bring the Terminators first turn or to save
them in reserve for a counter punch later in the game. Nine out of ten times
you are going to hit the ground running with your Terminators and Grey Hunters
in the first turn and use the second squad of Grey Hunters as clean up / linebreakers
later in the game – but at least you have the flexibility to react accordingly
to your opponent.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Next time we will discuss what kids of targets to go after
and how to use Psychic Disciplines, instead of JOTWW and Living Lightning, to maximize
the effectiveness of our mini Wolf Star.</div>
Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com4tag:blogger.com,1999:blog-8729853142202369059.post-31211240454539162632012-08-13T06:34:00.000-07:002012-09-05T10:29:06.437-07:00Introduction to Casting Part IIFirst as a 'public service announcement' the original post in this series was done in way back in February <a href="http://desertraiders.blogspot.com/2012/02/introduction-to-casting.html">(LINKY)</a> sorry I am getting part two up so late, but hey - there was like stuff going on and stuff! Here we have the assembled tools. You will need a container to mix your
resin in, this container (red solo cup) must be DISPOSABLE as there will
be hard resin left over from the casting in it. I have cut mine like
you see in the picture because I can pour easily and maintain better
control of the resin by pouring down that flap sticking up. The Popsicle
stick is used to mix the two parts of the resin and in the cups you can
see the clear and brown portions of the mix.<br />
<br />
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<br />
<a name='more'></a>Here is what im using, you can pick it up easily enough at hobby stores,
retails for 30 bucks - but with a certain 40% of coupon...<br />
<br />
<br />
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/pt_3446.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/pt_3446.jpg" width="240" /></a></div>
<br />
<br />
Anyway, I measure the brown and clear liquids so that I have slightly
more clear that brown. The instructions say to use equal parts but I
find you get a more rigid cast with a much more uniform color with
slightly more clear than brown:<br />
<br />
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<br />
Pour the clear liquid into your mixing cup first, you will find that the
clear is much more viscous than the brown and requires more time to get
into your cup. Remember that once the two chemicals are mixed you have
about 2 minutes of working time, so you want to move as quickly as
possible once it all starts and you don't have time to be scraping the
clear fluid out of the cup once you start:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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<br />
Once your two reagents are mixed begin pouring, pour slowly so you don't
trap allot of air bubbles down in your molds. Remember that the resin
will expand slightly when it hardens so you need to fill your casts up
to the edge of the mold, but not over - otherwise you will have some
sanding to do so that its flat!<br />
<br />
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/teainacup.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="246" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/teainacup.jpg" width="320" /></a></div>
<br />
After you pour get out your trusty bubble remover, I use a paper clip
with a bent end. I take this and run it along all the nooks and crannies
of the molds and you will be surprised at how many air bubbles will come
out. When you gain experience with your molds you will find that air
bubbles will usually hang out in the same places and you will get batter
at removing them quickly. I usually leave a bit of resin on the end of
my bubble remover so it has a smoother surface u against the rubber
mold. I seems to get the bubbles out better:<br />
<br />
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<br />
Once you get to this stage get anything out of the molds that you don't
want stuck in there. The two reagents are reacting and will become hard
resin in less than 45 seconds:<br />
<br />
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<br />
15 seconds later:<br />
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Once the white area moves across the entire mold I wait about 5 minutes
before removing them from the mold. Every mold is different and you will
slowly figure out how to best remove your casts from the molds without
doing damage. Of these molds I push up the center back of the mold and
the objective markers will come gently out. For other molds I pull up
the corners, it just depends on the shape of your mold:<br />
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<br />
After each cast I check to make sure that there is not any portions of
the rubber mold attached to the item I casted, if there is you will see
errors in subsequent castings. Rubber molds are usually good for 20 -
100 castings depending on the quality of the rubber being used.<br />
<br />
Here are some 'Wolf Banner Tokens' I casted up the other day, only took
about 20 minutes to create the mold (then let cure for 24 hours) and
cast all the tokens. Once you get a grasp of how it works you will find
tons of uses and time saving things to do with casting. Like making
scarab bases for instance... <br />
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/wolftokens.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="239" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/wolftokens.jpg" width="320" /></a></div>
<br />
Still Practicing_<br />
<br />
TallarnTallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com4tag:blogger.com,1999:blog-8729853142202369059.post-49105827809279028712012-07-30T06:34:00.000-07:002012-08-11T06:46:51.550-07:00Modeling: Autocannon Rebuild<div class="separator" style="clear: both; text-align: left;">
Offering a new take on an old weapon, im bringing my 2nd edition metal Tallarn Autocannons into the 41st millennium. Here is where we started straight from the Games Workshop website:</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/m1241615_99060105033_Col40kTallarnAutocannonMain_873x627.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="229" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/m1241615_99060105033_Col40kTallarnAutocannonMain_873x627.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Used without permission (cause they don't answer email)</td></tr>
</tbody></table>
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Note the small wheels and general silliness of the model, good then (1994) - sad now (2012).</div>
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Now here is where we are going (yes those are my first two part casts):</div>
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/autocannonspreprime.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="149" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/autocannonspreprime.jpg" width="320" /></a></div>
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Essentially the only thing required for the conversion was adding the larger wheels. I used plasti-struct rod in the center of the wheels (which may or may not have been cast from a certain green skin large gun kit) and then drilled a hole in that to pin it to the lower gun chassis with. Here are the component parts for my second set while they were still in production:</div>
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/autocomponets.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="186" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/autocomponets.jpg" width="320" /></a></div>
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Here is a finished set:</div>
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/autodonefront.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="211" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/autodonefront.jpg" width="320" /></a></div>
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The only real modification to the guns was sliding the Autocannon slightly forward in the carriage and getting the gun shield in the right place. Is it a small conversion, yes. Is it an important one - I think so.</div>
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/autodoneside.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="108" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/autodoneside.jpg" width="320" /></a></div>
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still practicing_ (one small conversion at a time)</div>
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Tallarn</div>Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com1tag:blogger.com,1999:blog-8729853142202369059.post-79675713435746994872012-07-23T05:53:00.000-07:002012-07-28T12:05:01.401-07:00Adepticon 2012: Combat Patrol Thoughts and Review!<span style="font-size: small;">Combat patrol at Adepticon is quickly over shadowed by bigger things like the Grand Tournament and the Team Tournament. Heck, I even read more about the Gladiator event than anything related to Combat Patrol! This is really unfair to the Combat Patrol event and I found it to be my favorite event of the weekend. Combat Patrol is like speed dating for 40k, you get to meet a ton of people really quickly and the games are very fast and very brutal. Each of my four games was easily completed in less than 40 minutes. The action is fast paced and very unforgiving, unlike in an 1850 point game when you make a bad decision in Combat Patrol it is a much harder hole to dig your way out of. Another cool thing about combat patrol is that is takes place in the Grand Ballroom while the Team Tournament is going on – so there is plenty to look at between games!</span><br />
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<br />
<a name='more'></a><span style="font-size: small;">Combat Patrol is only a 5 hour long event and there are three separate times that it is run, twice on Saturday and once on Sunday Morning. In the grand scheme of things it’s a cheap event that doesn’t use up a lot of time and offers some really nail-biting battles. The rules for Combat Patrol are very specific to Combat Patrol and are all based on the old ‘40k in 40 Minutes’ rules that were published long ago in a White Dwarf. Things like no monstrous creatures, limitations on armor values and characters all help to keep the games balanced and interesting. For the first time 2+ saves were allowed this year and I was very concerned about a bevy of Terminators running the field but it didn’t turn out that way. At smaller points values for the games Terminators were quickly gunned down by the superior firepower of normal infantry. My list for the event was pretty simple:</span><br />
<span style="font-size: small;"><br /></span><br />
<span style="font-size: small;">Wolf Guard with Power Sword, 5 Grey Hunters with Melta Gun in a Razorback with Heavy Bolters</span><br />
<span style="font-size: small;"><br /></span><br />
<span style="font-size: small;">Wolf Guard, 5 Grey Hunters with Melta Gun</span><br />
<span style="font-size: small;"><br /></span><br />
<span style="font-size: small;">Wolf Guard, 4x Long Fangs, 3x Missile Launchers in a Razorback with Heavy Bolters</span><br />
<span style="font-size: small;"><br /></span><br />
<span style="font-size: small;">My plan was to use the Long Fangs for long range fire support while one squad of Grey Hunters controlled objectives on my half of the table and the other squad moved forward to control / contest objectives in my opponents side of the table. It actually worked quite well in all the missions and I was very happy with how it performed. The list was super flexible and managed to function like a Swiss Army knife at every turn with the mutually supporting elements all working together quite well in such a low point environment. The two Razorbacks were really the MVP's of the tourney for me as they were hard to kill and provided much needed covering fire throughout the games.</span><br />
<span style="font-size: small;"><br /></span><br />
<span style="font-size: small;">In the first round I drew an Ultra Marine opponent who used a similar list to my own with the exception of a Land Speeder and only one Razorback. The Razorback fell to Melta fire quite quickly and without any devastators on his side my Wolves ground up his force very quickly ending in a very one sided affair. In the second round I played against a Grey Knight lists with double Razorbacks and lots of storm bolters and psycannons in two squads. I managed to pull out a win in this game despite loosing all my Long Fangs in one round of shooting from one of his dakka squads! </span><br />
<br />
<span style="font-size: small;">My Third opponent was playing Blood Angels with a Predator, a combat squaded Tactical Squad and some Assault Marines. The Assault Marines were introduced to a withering hail of Heavy Bolter and Krak Missile when they came over the central terrain piece and the Predator fell in the next turn, the rest was clean up operations producing a very lop sided massacre. In my final game I pulled a beautifully done Blood Angel army with a Razorback, Priest, Tactical Squad and an Assault Squad. I managed to immobilize his Razorback behind a building with a lucky missile strike that forced his squad to string out trying to hold two objectives while I slowly picked them off one at a time and my Razorbacks concentrated fire on the Assault Squad. After a very tense final assault on the central objective between my Grey Hunters and his Priest I carried the day with another major victory. </span><br />
<br />
Much to my utter amazement and complete surprise my reward for those hard fought victories was the Overall Champion for the Saturday Morning Session. An Awesome Plaque for down in the 'Man Cave', a Manticore Kit, some Warpath Mini's and various other bit, bobbles and trinkets:<br />
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If I can make it back to Adepticon in 2013 I think I will probably enter the two Combat Patrol events on Saturday and not even worry about the Grand Tournament on Friday. In all honesty the Combat Patrol events are much more to my liking. There is no pressure to win (its just Combat Patrol after all) and the games are fast and very cordial. Everyone I talked to at the Combat Patrol events were there to just have fun and most of them would say, while pointing their finger towards the Team Tournament, without all the stress. The atmosphere at the Combat Patrol event was very relaxed and enjoyable with, what I perceived to be, genuine camaraderie between the participants. A very welcome change from the competetive environement of the other events taking place. <br />
<br />
still practicing_<br />
<br />
TallarnTallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com1tag:blogger.com,1999:blog-8729853142202369059.post-74334787481473932482012-07-16T04:54:00.000-07:002012-07-22T19:45:31.143-07:006th Edition Psykers - Missing the Point!<div style="font-family: inherit;">
<span style="font-size: small; line-height: 115%;">With
the crisp smell of our new 6<sup>th</sup> Edition rulebooks fresh in our
olfactory receptors the internet punditry is in full swing churning out
observations, advice and apocalyptic predictions. Amidst the din of
lamentations and gnashing of teeth about the new found dominance of flyers,
skyfire, flakk missiles and interceptors a small number of astute individuals
are preparing for what will be the true nightmare of 6<sup>th</sup> Edition –
Psykers. Psychic defenses, except in the case of Wolves and Eldar, have been
significantly diminished across the board. Psychic Hoods no longer affect huge
portions of the battlefield and they have no ability to block ‘defensive’
powers (blessings) cast on enemy units. Short of an enemy psyker failing their leadership
test the ability to reliably interdict enemy psychic powers is almost
nonexistent in many armies, sure you can still roll a 6+ ‘Deny the Witch!’ but
I would hardly refer to that as ‘reliable’. While the current status of
‘Psychic Defense’ in 6<sup>th</sup> Edition can be batted around until we are all
blue in the face, what I choose to focus on is the other 80% of armies who just
got a huge boost from psykers.</span></div>
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<a name='more'></a>In Telepathy, which most marines have access to, the Primaris
(default) power 'Psychic Shriek' allows you to roll 3D6 and subtract the target units
leadership. The resulting number is wounds that armor and cover saves cannot be taken against, there is no roll to wound as the power has no strength characteristic. So if you don't block it you are probably loosing models, even if you have toughness 10. The Tau Broadside
has a leadership of eight, Ork Boyz are a leadership of 7 and Termagants round
out the pack with a leadership of 6. The ‘average roll’ on 3D6 is 10.5 with the
odds of you getting at least a 10 on 3D6 at 62.5%. Here is some geek math chart
with the percentages broken out:<br />
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3: 0.5% </div>
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4: 1.4% </div>
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5: 2.8% </div>
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6: 4.6% </div>
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7: 6.9% </div>
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8: 9.7% </div>
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9: 11.6%</div>
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10: 12.5%<br />
11: 12.5%</div>
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12: 11.6%</div>
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13: 9.7%</div>
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14: 6.9%</div>
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15: 4.6%</div>
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16: 2.8%</div>
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17: 1.4%</div>
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18: 0.5%</div>
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<span style="font-size: small; line-height: 115%;">So even if a unit has a leadership of 10 you are
still going to manage a wound that doesn’t have to roll to wound and cannot be
saved with armor – not bad. Squad of Thunder Hammer / Storm Shield Terminators about
to wreck your face? With their leadership of 9 you just zapped two of them into
oblivion, minding of course their 'Deny the Witch!' and 5+ Invulnerable save, and that’s just one example of a basic ‘offensive’ power, which also happens to be the 'default power for that category, there are plenty of other examples more powerful spells.</span></div>
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<span style="font-size: small;">Defensive powers like ‘blessings’ are another beast
altogether, granting units the ability to reroll misses, saves or wounds. These
powers aren’t subject to being canceled by a Psychic Hood but Wolves can still
knock them down on a 4+ and Eldar can still force 3 dice for them to be
attempted. These ‘defensive powers’ come almost exclusively from the
‘Divination’ category where the most basic ‘Primaris’ power, that you can always
default to, allows the friendly unit to reroll misses during its turn. 'Prescience' becomes incredibly powerful in a game system using hull points to wreck
vehicles where you just increased your hits per turn from 3.33 hits to 4.44
hits based on a BS of 4 with 5 shots. If you are talking about a unit with 10
rapid fire shots and a BS of 4, rerolling misses takes you from 13.33 hits per
turn to 17.77 hits – a 33% Increase in efficiency. </span></div>
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<a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/psychictree.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/psychictree.jpg" width="240" /></a></div>
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<span style="font-size: small;">The 'Divination' Category contains all sorts of nasty things like 4+ Invulnerable saves for entire units, handy when a Vindicator rolls up on you, and forcing enemy units to re-roll successful saves. Standard Space Marines don't have assess to this psychic 'tree' but Wolves, Dark Angels, Blood Angels, Grey Knights and Eldar all do. Biomancy offers an interesting mix of both 'offensive' and 'defensive' powers with the Primaris power 'Smite' being an Assault 4, Strength 4, AP 2 witchfire - again another power aimed squarely at Terminators. In the same category of Biomancy you also see 'Endurance' which gives a target unit within 24" Feel No Pain, It Will Not Die and Relentless while still another power 'Enfeeble' subtracts -1 to both the Strength and Toughness of a target unit and makes them treat all terrain as difficult. Shooting up Space Marines with Toughness 3 instead of 4 gives you a 16% boost in your wounds right off the bat while causing them to move as if in difficult terrain will make a huge dent in their charge range - buying you valuable time to keep shooting them more!</span><br />
<br />
<span style="font-size: small;">But what does this all mean to me?! </span><br />
<span style="font-size: small;"><br /></span><br />
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<span style="font-size: small;">What I think this all means, which is subject to everyone's own interpretation of course, is that the effect of psychic powers on the game is just being figured out. While everyone is extolling the virtues of the Aegis Defense Line, which still boggles my mind, you should be looking down the road at what is next. When the glow of flyers wears off psykers are still going to be hard to deal with and huge force multipliers on the battlefield. Start your planning with the primaris powers as you know you can always exchange a power to get them, then go from there. If you get a better power when you roll - cool, use it! Just build your plan around the primaris psyker powers because as a 'default' power you know you can get them. Start figuring the Psychic phase out now and you will have that much of a lead on everyone else when the brief infatuation with flyers subsides.</span><br />
<span style="font-size: small;"><br /></span><br />
<span style="font-size: small;">still practicing_</span><br />
<span style="font-size: small;"><br /></span><br />
<span style="font-size: small;">Tallarn</span><br />
<br /></div>
<span style="font-family: inherit;">
</span>Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com3tag:blogger.com,1999:blog-8729853142202369059.post-57155667709152180062012-07-09T05:26:00.000-07:002012-07-15T19:15:41.662-07:006th Edition Inital Thoughts (from yet another random guy)After getting in a game of 40k this weekend, and watching a couple others as well, I have complied some thoughts about game mechanics and how it looks like the battlefields are going to be shaping up. So instead of bitching about this that or the other thing, because its not going to get changed for a few years anyway, ill just point out some things I noticed.<br />
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<br />
<a name='more'></a>1* Rune Priests are on par with Eldar for psychic stopping ability, and
while you wipe the coffee out of your keyboard, let me explain. First
let’s start by classifying powers as ‘offensive’ and ‘defensive’ powers.
Powers that fall into the ‘divination’ category are mostly ‘blessings’
that act as a ‘buff’ for friendly units. ‘Prescience’ is a perfect
example of a defensive ‘buff’ as it grants any unit within 12” of the
psyker the ability to re-roll misses. On the other hand we have
‘offensive’ psychic powers, these are spells that will typically target
enemy units and cause some sort of adverse effect on the target unit,
‘Psychic Shriek’ is a great example of this as effected units get no
armor or cover save against wounds caused by it.<br />
<br />
Psychic hoods, while better than normal ‘Deny the Witch’ rolls, can only
negate powers used against a unit within 6 inches of the psyker with
the hood. So in order to negate psychic powers your character with a
hood needs to be within 6” AND if has to be an offensive spell targeting
someone near them. ‘Blessings’ and other ‘defensive buffs’ can’t be
blocked by the psychic hood which makes them almost guaranteed unless
the psyker fails his psychic check. The only two armies who can make
this more difficult are Eldar who make you roll three dice for your
psychic check on all psychic powers and Space Wolves where the Rune
Priests can use their Runic Weapons to block any successful power within
24” of them. Whether the power is a ‘defensive’ or an offensive power
the Rune Priest gets a 4+ shot at it.<br />
<br />
In my first game I used two Rune Priests with two different roles, the
first I put JOTWW and Living Lightning on one Rune Priest and made him
my ‘offensive’ priest and put him in a drop pod with Grey Hunters to go
wreck face. The second Rune Priest I used as a ‘defensive’ psyker to sit
in the back field with my Long Fangs and Scoring units to give them
coverage with the Runic Weapon (also don’t forget that your squad still
gets their ‘deny the witch’ if the Rune Priest doesn’t block it) and to
give ‘Prescience’ to the Long Fang squads so they can re-roll misses.
This combo worked out perfectly for my Wolves with the priests knocking
down powers, and thinning the ranks for the enemy with Living Lightning
and Long Fangs that were rerolling their misses, very frustrating for my
opponent while I consistently swatted down his powers and he was
powerless to stop mine.<br />
<br />
2* Speeders are too fragile. Anything with an armor of only 10 and 2
hull points is absolutely not worth it in my opinion. My opponent got
first turn and after a hail of storm bolters my Land Speeder Tornado was
a smoking pile of 90 points. Why is this important? Well, most missions
have ‘first blood’ as an objective - whoever destroys a unit first
claims that objective. So my 90 point speeder also gave up one of the
three objectives to a bunch of storm bolters on the first turn –
brilliant.<br />
<br />
Will your opponent always get first turn so he can blast your speeder
out of the sky immediately? Probably not, but the ‘Jink’ save only gives
you a 5+ and a concentration of fire is still going to bring it down
fairly quickly. When you couple the fact that strength four weapons can
glance it to remove its hull points, of which it only has two, to
destroy it – it quickly becomes a liability instead of a force
multiplier. While the argument might be made for the Tornado to use long
range missile fire to stay away, you still run the risk of drop pods
and deep strikers blowing it apart quickly and easily.<br />
<br />
3* Keep track of all the things your units are doing! Certain actions
need to be done in certain phases and you need to remember them, you
will quickly forget about actions you wanted to do. Here is a great one
to remember. Flat out moves for vehicles happen in the shooting phase
now, almost like a ‘run!’ for vehicles. This means that you can shoot
with a squad into a target, then move flat out with a vehicle and block
line of site back to that squad for the opponents turn – but you have to
make the moves in the right order to pull it off! There is a ton of new
things that go into every action, deny the witch and over watch are
perfect examples – so you may want a cheat sheet in the beginning so you
don’t forget things.<br />
<br />
Also get yourself some tokens so you can remember things. You will need
to mark hull points, wounds and ‘blessings’ on your squads. Eldar
players already knew all about this with their markers for ‘Fortune’ and
‘Doom’ so take a page out of their book and get yourself some colored
markers so you can keep track of stuff on the table.<br />
<br />
*4 Independent characters with a 2+ save are an absolute bear in close
combat. Once they get in they can soak wounds until they take a few
wounds and then they can ‘look out sir’ on a 2+ to get wounds to other
models. I saw Necron Lords with War Scythes absolutely rip apart squads
taking full advantage of their 2+, so remember challenges! By using a
challenge you can tie up those nasty 2+ armor save guys so you aren’t
just feeding wounds into an infinite sink on the other side.<br />
<br />
*5 Premeasuring and snap fire are your friends! Here is the situation, 5
Terminators deep strike in my back field and make their way towards my
Long Fangs. I measure the distance from the Death Wing to my Long Fangs.
Then I place a marker down at 14 inches (a pretty safe bet they won’t
get more than a seven inch assault) and I move 2 of the Long Fangs to
the other side of the marker while the other three can remain where they
are. I fire off 3 missiles at full BS and the other 2 with snap fire,
because I used ‘prescience’ on my Long Fangs the two that moved actually
have a 33% chance of hitting because they reroll misses and I manage 4
hits. One manages to get through and actually kills a terminator. Rewind
this same situation to 5th edition and I am either standing and firing
and then waiting to get charged, or I am running away to stay away from a
charge. I think that the two Long Fangs moving back in an ‘Australian
peel’ like this while the rest of the squad lays down cover fire is more
realistic and much more interesting!<br />
<br />
In another situation my Rune Priest watched his entire squad fall to a
torrent of fire only to get charged by the last Terminator. During the
charge he got off a shot from his bolt pistol managed to wound the
terminator – who promptly failed his armor save and fell down dead in
front of the Rune Priest. That type of dramatic ‘scene’ would never have
happened in 5th edition and adds so much flavor and depth to the game
it actually makes it more interesting.<br />
<br />
You didn't think I would let you get to the end without at least one gratuitous picture - did you? <br />
<br />
<br />
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<tr><td style="text-align: center;"><a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/heatdancers_120306.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/heatdancers_120306.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ray Allen makes us all happy</td></tr>
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*6 Bring Note Cards! Mysterious Woods, Exploding random objectives and
bubbling lakes of toxic goo are the new normal. Until you have a firm
grasp of everything on the table get some note cards to put down on the
table next to things so you can quickly remember what they are without
going back to the rulebook. Warlord traits are another thing, bring your
note cards so you can write it down and keep it in front of you so you
can remember to use it. I didn’t even remember mine until the end – and
then I thought of two situations where I actually could have used it! So
take a quick second and write them down and keep them on the board in
front of you – it will save you time in the end so you are not looking
things up or just plain forgetting about them.<br />
<br />
still practicing_<br />
<br />
TTallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com4tag:blogger.com,1999:blog-8729853142202369059.post-43312145432425214652012-07-04T05:53:00.000-07:002012-07-08T06:34:57.200-07:00Independence Day 2012: Facts (and stuff)As we all take a day off to celebrate 4th of July here in America, there are few things to remember besides just hot dogs, hamburgers and fireworks and historical facts you probably didn't know. One thing we should really celebrate first - the good old Stars and Stripes:<br />
<br />
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<tr><td style="text-align: center;"><a href="http://i229.photobucket.com/albums/ee62/tallarn_bucket/StarsandStripes.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="300" src="http://i229.photobucket.com/albums/ee62/tallarn_bucket/StarsandStripes.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Now - on to some obscure facts:</td></tr>
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<br />
<a name='more'></a>1.) Independence Was Not Declared on July Fourth: The second Continental Congress actually voted for independence on July 2. In fact, John Adams wrote to his wife, Abigail, predicting that future generations would celebrate July 2 as Independence Day, saying, "The second day of July, 1776, will be celebrated by succeeding generations as the great anniversary festival. It ought to be solemnized with pomp and parade, with shows, games, sports, guns, bells, bonfires, and illumination, from one end of this continent to the other, from this time forward forevermore." July 4, 1776 is significant because that is the day that Congress officially adopted the Declaration of Independence document, but contrary to what many people believe it was not signed on the July 4. The official signing ceremony occurred on August 2, which is when most of the signers affixed their names to the document, but other representatives signed the document throughout the summer of 1776. Finally, there is no historical record of John Hancock saying that his signature is that big so that King George could read it. It has been suggested that Hancock's is by far the largest signature simply because he was the president of Congress.<br />
<br />
2.) New York Was Late: When the Continental Congress declared independence from Britain the official vote was 12 in favor, 0 against. But wait, you may ask, weren't there 13 colonies? Where is that last one? The answer: The colony of New York abstained from the original vote on July 2. New York did not decide to join until July 19. <br />
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3.) It Was a States Thing First: Independence was not something that was confined to Congress. It started out as a state and local thing. In fact, the very first Declaration of Independence came on Oct. 4, 1774 (21 months before the Continental Congress declared independence) from the town of Worcester, Mass. During the next 21 months a total of 90 state and local declarations of independence would be made. When Virginia declared its independence in May 1776, they sent Rep. Richard Henry Lee to the Continental Congress with specific instructions to put forth a resolution of independence for Congress to vote on, thus allying all the colonies -- soon to become states -- against the British Empire in the War for Independence. <br />
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4.) American Troops Did Not fight Under the American Flag During the Revolution: The Fourth of July is always accompanied by a lot of flag waving, but the soldiers of the American Revolution did not actually fight under the American flag. In fact, our Founders did not really consider the flag to be all that important and the design of the flag varied both in the number of stripes and in the formation of the stars. The reason a uniform flag was adopted was so that our navy ships could be easily identified when arriving in foreign ports, but the boys in the Continental Army did not fight under this flag. In fact, the United States flag was considered so irrelevant that in 1794 when someone introduced a bill in Congress to add two stars to the flag in representation of the entrance of Vermont and Kentucky into the Union many members of the House considered it to be too trivial to pay any attention to. One representative is on record saying that this matter was "a trifling business which ought not to engross the attention of the House, when it was it was their duty to discuss matters of infinitely greater importance." In the end, the bill was passed simply to be rid of it. The Continental Army did still fight under flags, but these flags were all different depending on the regiment. <br />
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5.) Our Founding Fathers Were Not Radicals: As Americans, we like to think that what we did in the American Revolution was original and that our ideas of freedom and rights were new and progressive. But the truth is our Founding Fathers were not radical new thinkers -- all of their ideas and philosophies were rooted deeply in history. Ideas of people's rights, liberty, and social contracts can be traced all the way back through our colonial history, most famously with the Mayflower Compact, and even further through British history and English common law. These ideas can even be seen at work in the medieval era with Magna Carta first established 1215. Our Founding Fathers sought independence in order to preserve their "natural-born rights as Englishmen." Though it is true no colony had ever succeeded from the mother country before and the British were quick to call it treason, everything our Founders did was, in fact, legal. Jefferson himself explains that the Declaration was not meant to express anything new. He said it was "not to find out new principles, or new arguments, never before thought of, not merely to say things which had never been said before, but to place before mankind the common sense of the subject."<br />
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So this July Fourth, research what you're celebrating and talk about it with your family. Benjamin Franklin said that we have Republic, if we can keep it. Former Congressman and author of the book "In Tune with America: our History in Song," George Nethercutt Jr. put it this way: "The foundation of the freedoms we enjoy as Americans is the U.S. Constitution, the longest surviving constitution of any nation in history. To be civically unaware is to diminish our freedom, but knowing our history makes us all better Americans. Read our nation's Founding documents and they will inspire you."Tallarnhttp://www.blogger.com/profile/11459754150896912814noreply@blogger.com2