Thursday, December 15, 2011

Imperial Armour Volume 11

Hey guys,

just stumbled over the news that Imperial Armour Volume 11 "The Doom of Mymeara" was recently released.
As you can quite easily see on the picture the book is featuring the Eldar. On the other side of the table (as always) the Imperial Guard get some new rules and in addition to this there are some pages of the book reserved for Space Wolves.

I for myself, not being an Apocalypse or Imperial Armour player, am not really interested in this, but maybe the one or other of you might find this interesting.

Cheers Cleutin


P.S.: Here is the link to the product on Forgeworld.

Wednesday, December 14, 2011

Tournament in Iserlohn Part II

Hey guys,

as I promised in my last post, I’ll take a bit about the games played in the tournament and the lists other players fielded against us.

Let’s get started with: Game 1!
The mission played was Seize Ground with a fixed number of five objectives and armies were deployment like in Spearhead.
Once again I had to play against my brother in the first round of a tournament … this is getting rather strange! He didn’t intend to play and was just asked to play for another player, who didn’t show up and so he borrowed a Grey Knights army from the store and teamed up with a Wolves player. There lists were as follows:

***************  1 HQ  *************** 

Ordo Xenos Inquisitor
- 3 x Servo-Skulls
- Power Armour
- Ulumeathi Plasma Syphon
- Rad Grenades
- Psychotroke Grenades
 - - - > 82 Points


***************  1 Elite  *************** 

Purifier Squad
9 Purifiers
- 5 x Nemesis Force Halberd
- 1 x Nemesis Daemon Hammer
- 6 x Storm Bolter
- 2 x Psycannon
- Psybolt Ammunition
+ Upgrade to Knight of the Flame
   - Nemesis Daemon Hammer
   - Storm Bolter
+ - Rhino
   - Searchlight
   - Dozerblade
 - - - > 322 Points


***************  2 Troop  *************** 

Grey Knight Strike Squad
5 Grey Knights
- 3 x Nemesis Force Sword
- 3 x Storm Bolter
- 1 x Psycannon
+ Upgrade to Justicar
   - Nemesis Force Sword
   - Storm Bolter
+ - Razorback
   - Twin-Linked Heavy Bolter
   - Searchlight
   - Psybolt Ammunition
 - - - > 161 Points

Grey Knight Strike Squad
5 Grey Knights
- 3 x Nemesis Force Sword
- 3 x Storm Bolter
- 1 x Psycannon
+ Upgrade to Justicar
   - Nemesis Force Sword
   - Storm Bolter
+ - Razorback
   - Twin-Linked Heavy Bolter
   - Searchlight
   - Psybolt Ammunition
 - - - > 161 Points


***************  2 Heavy Support  *************** 

Dreadnought
- Twin-Linked Autocannon
- Twin-Linked Autocannon
- Psybolt Ammunition
 - - - > 135 Points

Dreadnought
- Twin-Linked Autocannon
- Twin-Linked Autocannon
- Psybolt Ammunition
 - - - > 135 Points


Summed up: 996 Points


***************  1 HQ  *************** 

Rune Priest
- Living Lightning
- Jaws of the World Wolf
 - - - > 100 Points

Rune Priest
- Boltgun
- Living Lightning
- Murderours Hurricane
 - - - > 100 Points


***************  2 Elite  *************** 

Wolf Scouts Pack
5 Wolf Scouts
- Meltagun
 - - - > 85 Points

Wolf Guard Pack
3 Wolf Guard
- 3 x Combi-Melta
- 3 x Powerfist
 - - - > 129 Points


***************  2 Standard  *************** 

Grey Hunters Pack
8 Grey Hunters
- Meltagun
+ - Rhino
 - - - > 160 Points

Grey Hunters Pack
7 Grey Hunters
- Meltagun
+ - Rhino
 - - - > 145 Points


***************  2 Unterstützung  *************** 

Long Fangs Pack
6 Long Fangs
- 5 x Missile Launcher
+ Upgrade to Squad Leader
 - - - > 140 Points

Long Fangs Pack
6 Long Fangs
- 5 x Missile Launcher
+ Upgrade to Squad Leader
 - - - > 140 Points


Summed up: 999 Points
Our deployment of the Orks from the side ...

... and from the top, with the CSM.

Enemies' deployment, everthing seems to be hidden.



My team won the roll off to place the first marker, which gave us the ability to place three out of the five objectives and we decided to put those pretty close to each other, so that my large Ork units could claim several objectives at once. To make it even better for us, we even won the roll off for the first turn and decided to go first, this way we were able to choose a quarter with several interesting ruins for our Obliterators, while we left the enemy armies with only one large LoS blocker, but practically no other cover and in addition to this even only one good position for the Longfangs.
I set up my Nob Bikers quite offensive and Michael kept his Chaos Marines mostly in cover, because we wanted to protect the Rhinos and Daemon Prince. My Boyz were intended to move into the open right from the beginning in order to claim as many objectives as possible. Our opponents tried to get the most out of their LoS blocker, fearing the power of our Obliterators. Right at the moment, when I wanted to start moving my bikes about 24” into the direction of the Longfangs to put on some pressure, our opponents seized the initiative!



Seizing initiative and directly moving into shooting positions.


That meant lots of S8 missiles and autocannons would shoot at my nobs, there wasn’t much I feared, but this was definitely one of the worst things that could happen, because I had no chance to turboboost beforehand. Luckily the shooting was not very successful and I was able to save every shot and didn’t lose a single model. In addition to this our enemy’s large number of Rhinos and Razorbacks stood in each other’s way and couldn’t move around freely. In our turn I boosted the bikes, moved the Boyz and the CSM started to shoot at the annoying Dreadnoughts.
All of the Orks start moving out ...
... and the Boyz secure some objectives.
Over the next few turns we were able to destroy both Dreadnoughts, one unit of Longfangs and nearly every transport vehicle. Sadly, I lost my complete Nob Bikers, but at least they soaked up loooooots of fire and killed one unit of Longfangs and one of the Dreadnoughts. The large unit of Boyz did exactly what it was supposed to do. It secured two objectives and killed a complete unit of Greyhunters, which attacked them.
The Boyz stop the Grey Hunters.
The other Greyhunters and Grey Knights were threaten by our Obliterators and couldn’t reach any objectives that way. The normal CSM camped our home objective and defeated the Wolfscouts and the Plague Marines shot at them Rhinos with their meltaguns. All in all worked our initial plan pretty good, because the table had a large area without any cover right in the middle and we had been able to place most of the objectives there, so that our Obliterators could control everything in the late game. In the end we scored a 15-5 with 3-0 objectives and no real difference in victory points.
The Prince stops some tanks (and lots of dead Orks on the right).
In the next post I’ll tell more about game two and three (which was quite fast). For the second game there are only two or three pictures and in the last game we forgot to take some at all, sorry for that.
Cheers Cleutin

Wednesday, November 30, 2011

Tournament in Iserlohn


Hey guys,
on Saturday November 5th 2011 I went to Iserlohn in order to participate in a team tournament with my fellow Michael. A few weeks earlier my brother and Michael had taken part in another team tournament, which was very similar to this one and so we had very early some good ideas for a team setup.
With a total of 76 tournament points in which only 60 points could be achieved throughout the three games and the remaining 16 points were given for painting, we decided to opt for a fully painted army, because we didn’t want to lose 4 or more points due to painting. In addition to this we hoped that not every team would be fully painted, which would give us an edge in the final rating.
Keeping this in mind, we already had a rather limited possibility of different team setups. First of all I’ll give you a quick overview of the tournament’s rule set and later on will argue why we choose certain units for our armies.
A complete team consisted of two players, which played together on one table as ONE army. But any army specific special rules couldn’t be transferred to the partner’s units. Every player had exactly 1,000 points to spend for his units and any remaining points couldn’t be transferred into the partner’s army. In addition to that, every player had a limited FOC to build his army, which looked like the following:
1 HQ
2-4 Troop
0-2 Elite
0-2 Fast Attack
0-2 Heavy Support
The limitation of several important slots to only 2 per army (not per team) and the necessity to play only painted models, made it difficult to find a suiting army. So first of all, we took a look at the missions played, which were only the three rulebook missions, which meant that we would play objectives twice and killpoints once. Very soon we discovered that Orks and CSM would probably make a good combination, both armies could easily include Troop choices, which are able to deal with some enemies, and could easily combine strong CC power with some decent shooting.
In the end I decided to play the Ork part of our army and our final lists looked like that:
***************  1 HQ  *************** 
Warboss
- Power Claw
- Warbike
- Cybork Body
- Bosspole
 - - - > 140 Points
***************  2 Troop  *************** 
10 Nobz
- Nob Bikers
- Stikkbombz
- 3 x Big Choppa
- 3 x Power Claw
- 2 x Shoota/Skorcha Kombi-Weapon
- 3 x Bosspole
- 1 x Waaagh! Banner
- Painboy
- Cybork Bodies
 - - - > 670 Points
25 Boyz
- Shootas
- Nob
- Power Claw
- Bosspole
 - - - > 190 Points
Summed up: 1000 Points

***************  1 HQ  *************** 
Daemon Prince
- Wings
- Mark of Slaanesh
- Lash of Submission
 - - - > 155 Points
***************  1 Elite  *************** 
3 Chaos Terminators
- 3 x Melta-Combi Weapon
 - - - > 105 Points
***************  2 Troop  *************** 
5 Chaos Space Marines
- Icon of Chaos Glory
+ - Chaos Rhino
 - - - > 120 Points
5 Plague Marines
- 2 x Meltaguns
+ - Chaos Rhino
 - - - > 170 Points
***************  2 Heavy Support  *************** 
3 Obliterators
 - - - > 225 Points
3 Obliterators
 - - - > 225 Points
Summed up: 1000 Points
This way we got quite a number of scoring units (the Ork units being large enough to cover more than one objective and the Chaos units rather mobile and save due to the Rhinos), but also didn’t play too many units that could easily be killed in the killpoint mission. In addition to this we managed to field both armies with completely painted miniatures and didn’t lose any softscores in this way.
So much for today, in the next article I’ll write about the three games we played and provide some pictures and enemy army lists as far as I remember them.
Cheers Cleutin

Wednesday, October 19, 2011

Another look at Tau


Hey guys,
in my last article I talked about a possible 1750 points list for a Tau army. By this time I came to an agreement with my friend and bought his models already and therefore I started some more planning on how to build such an army.
One of the main problems of my last Tau list was the small number of crisis suits, though I decided to include a lot more of them into my army. In addition to this I equipped lots of them with twin-linked missile pods to get a better result of long range shots at transport vehicles. In order to still be able to deal with some heavily armoured vehicles like LRs, I decided to buy a unit of two Crisis suits, equipped with twin-linked fusion blasters. These guys are cheap enough to deep strike near dangerous units and shot at them at quite short range, to stop them long before they can reach my lines.
Another improvement over my first Tau list is the fact that I made much more use of different wound groups, because I equipped the Crisis suits in the squads different to get the most out of their two wounds, before they go down. Of course, I had to cut a lot of units in order to squeeze that many Crisis suits into the list. First of all I got rid of units which did nothing or at least not very much in my latest test games: The Hammerhead was supposed to give some long range fire power in addition to my Broadside Battlesuits, but I think it didn’t even score a single hit and therefore I know that I can do without it, as well. This already gave me some more points to spend and additionally I got rid of the Pathfinders and their quite expensive Devilfish. My Fire Warriors can as well keep their heads down in order to survive a battle, as long as they stay close to my lines and do not run around a lot, which they normally shouldn’t be doing.
After I added as many Crisis suits as I wanted, I spent the remaining points on another squad of Kroot. These guys are really good in annoying the enemy and I can even keep them in reserve and let them outflank later on in order to kill some scouts or whatever is sitting on my opponent’s home objective. After some reconstructions and some tweaking, I finally came to this list:
***************  2 HQ  *************** 
Commander
- Shas'o
+ - 2 x Missile Pod
   - Blacksun Filter
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
 - - - > 131 Points

Crisis Bodyguard Team
+ Crisis Shas'vre
   - 2 x Missile Pod
   - Targeting Array
   - H-w. Blacksun Filter
 - - - > 66 Points

Commander
- Shas'o
+ - 2 x Missile Pod
   - Blacksun Filter
   - H-w. Target Lock
 - - - > 101 Points

Crisis Bodyguard Team
+ Crisis Shas'vre
   - 2 x Missile Pod
   - Targeting Array
   - H-w. Blacksun Filter
   - H-w. Drone Controller
   - 2 x Shield Drone
+ Crisis Shas'vre
   - 2 x Missile Pod
   - Targeting Array
   - H-w. Blacksun Filter
 - - - > 162 Points
***************  3 Elite  *************** 
Crisis Battlesuit Team
+ Crisis Team Leader
   - 2 x Missile Pod
   - Targeting Array
   - H-w. Blacksun Filter
   - H-w. Target Lock
+ Crisis
   - 2 x Missile Pod
   - Blacksun Filter
+ Crisis
   - 2 x Missile Pod
   - Drone Controller
   - 2 x Shield Drone
 - - - > 185 Points

Crisis Battlesuit Team
+ Crisis Team Leader
   - 2 x Missile Pod
   - Targeting Array
   - H-w. Blacksun Filter
   - H-w. Target Lock
+ Crisis
   - 2 x Missile Pod
   - Blacksun Filter
+ Crisis
   - 2 x Missile Pod
   - Drone Controller
   - 2 x Shield Drone
 - - - > 185 Points

Crisis Battlesuit Team
+ Crisis
   - 2 x Fusion Blaster
   - Blacksun Filter
+ Crisis
   - 2 x Fusion Blaster
   - Target Lock
 - - - > 94 Points
***************  3 Troop  *************** 
6 Fire Warrior
 - - - > 60 Points

10 Kroot
7 Kroot Hounds
 - - - > 112 Points

10 Kroot
7 Kroot Hounds
 - - - > 112 Points
***************  1 Fast Attack  ***************  
2 Piranhas
- 2 x Fusion Blaster
- 1 x Targeting Array
 - - - > 135 Points
***************  2 Heavy Support  *************** 
Broadside Battlesuit Team
+ Broadside Team Leader
   - Smart Missile System
   - Advanced Stabilisation System
   - H-w. Blacksun Filter
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
+ Broadside
   - Smart Missile System
   - Advanced Stabilisation System
 - - - > 203 Points

Broadside Battlesuit Team
+ Broadside Team Leader
   - Smart Missile System
   - Advanced Stabilisation System
   - H-w. Blacksun Filter
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
+ Broadside
   - Smart Missile System
   - Advanced Stabilisation System
 - - - > 203 Points
Summed up : 1749 points
The main advantage of this list is, of course, quite a large number of battlesuits, but I don’t have that many plasma rifles than before, which leaves me quite vulnerable as soon as my opponent manages to come close to my lines. I think that it’ll take quite a lot testing in order to see whether this list is stronger than the last one or not. But I recently developed another Tau list, which is my favourite list at the moment. The list is basically a mixture of these two lists and will be tested by me as soon as possible. In the next article I will present the list and will have hopefully played some games with it, as well. So stay tuned for the next article.

Cheers Cleutin

Saturday, September 3, 2011

1st Steps with Tau


Hey guys,

recently I stumbled over the Tau codex. Knowing that a friend of mine is willing to sell his small Tau army, I thought about different builds for this codex and whether it would be worth buying this army or not. Soon enough I figured out that Tau will always need some lucky draws in a tournament to be able to achieve a good final position, because there are lots of armies, which can easily wipe Tau out.
One of the greatest enemies are, of course, Daemons, because they can take lots of damage, before they die und appear quite near to the Tau army on the battlefield. This is never very good for a shooty army, but this threat is limited through the appearance of GK armies on mostly every tournament.  BA armies, which heavily rely on Assault Squads can do the same (even more accurate), but those are just Marines and even with FnP they tend to die quite fast, if your army is equipped with some plasma rifles.  Against IG or other Marine builds it is very important to field lots of missile pods, in order to disable most of the Chimeras/Rhinos/Razorbacks as soon as possible and to get the enemies out of the vehicles, where they are vulnerable.
Against Orks and Tyranids it is most important to pack as many shots as possible to stop the flood of enemies, before they reach your line, because Tau are really no CC-specialists. All of this leaves us with the question, how a Tau list should look like, in order to get a good setup against most of the common enemies.
First of all we HAVE to buy one squad of Fire Warriors. The profile is, well, not really great and their standard rifle will make most of your opponents only make smile. There are lots of upgrades that can be bought for the squadleader and the squad is permitted to buy a Devilfish troop carrier. In my opinion it is best to keep this unit as cheap as possible, while some players tend to buy a Devilfish in order to make the unit more mobile and durable, to capture objectives with it. I for myself think that six Fire Warriors are more than enough to sit on your home objective and keep their heads as near to the ground as possible. This way the first 60 points of the army are already spent and we got at least one Troop choice covered.
The first attempt for my army was to build versatile Crisis suits, supported by some Heavy Support units. To get to my aim, I started with a single commander and placed him in a squad of the Crisis suits, because they are way cheaper than bodyguards. The unit was completely equipped with missile pods and plasma rifles. This way I was able to stop low armoured transport vehicles at some distance and was able to kill even MEQs and TEQs quite sure.
Commander
- Shas'o
+ - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
 - - - > 147 Points
Crisis Battlesuit Team
+ Crisis
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
+ Crisis
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
 - - - > 124 Points

In addition to this I took another unit of 3 Crisis, which basically was equipped the same way and could support the first unit in completing its task. Another unit of 3 Crisis joined the army, this time equipped with missile pods and fusion blasters. Their task was to stop even stronger armoured vehicles like LRs and stuff like that.

Crisis Battlesuit Team
+ Crisis Team leader
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
+ Crisis
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
+ Crisis
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
 - - - > 226 Points
Crisis Battlesuit Team
+ Crisis Team Leader
   - 1 x Missile Pod
   - 1 x Fusion Blaster
   - Multi-Tracker
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
+ Crisis
   - 1 x Missile Pod
   - 1 x Fusion Blaster
   - Multi-Tracker
+ Crisis
   - 1 x Missile Pod
   - 1 x Fusion Blaster
   - Multi-Tracker
 - - - > 202 Points

I still had to add at least another unit in the Troop section and decided to buy some Kroot accompanied by some Kroot Hounds, 16 models seemed to be quite a good unit to give some cover for my other units or to move forward in order to attack my opponent’s objectives. The remaining about 900 points could now be spent for units from the Fast Attack and Heavy Support slots.
It was quite clear that a Tau force just can’t work without Broadside Battlesuits and I decided to add two units of two Battlesuits to the army. Despite the fact that those units are quite expensive I added a Railgun-Hammerhead with some upgrades as my third Heavy Support squad.
Fast attack units are not that interesting in a Tau force, but a unit of two Piranhas, equipped with Fusion Blasters, gave me some mobile antitank weapons and I could use them to contest my opponent’s objectives. In addition to this I decided to add a unit of Pathfinders, because I wanted to play around a bit with marker lights and received a free Devilfish to give my Fire Warriors some kind of protection.
The list finally looked like this:
***************  1 HQ  *************** 
Commander
- Shas'o
+ - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
 - - - > 147 Points
***************  3 Elite  *************** 
Crisis Battlesuit Team
+ Crisis Team leader
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
+ Crisis
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
+ Crisis
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
 - - - > 226 Points
Crisis Battlesuit Team
+ Crisis Team Leader
   - 1 x Missile Pod
   - 1 x Fusion Blaster
   - Multi-Tracker
   - H-w. Drone Controller
   - H-w. Target Lock
   - 2 x Shield Drone
+ Crisis
   - 1 x Missile Pod
   - 1 x Fusion Blaster
   - Multi-Tracker
+ Crisis
   - 1 x Missile Pod
   - 1 x Fusion Blaster
   - Multi-Tracker
 - - - > 202 Points
Crisis Battlesuit Team
+ Crisis
   - 1 x Missile Pod
   - 1 x Plasma Rifle
  - Multi-Tracker
+ Crisis
   - 1 x Missile Pod
   - 1 x Plasma Rifle
   - Multi-Tracker
 - - - > 124 Points
***************  2 Troop  *************** 
6 Fire Warrior
 - - - > 60 Points
12 Kroot
4 Kroot Hounds
 - - - > 108 Points
***************  2 Fast Attack  *************** 
6 Pathfinder
+ Devilfish
   - Targeting Array
   - Disruption Pod
 - - - > 167 Points
2 Piranhas
- 2 x Fusion Blaster
- 2 x Targeting Array
- 2 x Disruption Pod
 - - - > 150 Points
***************  3 Heavy Support  *************** 
Hammerhead
- Railgun
- 2 Burst Cannons
+ - Targeting Array
   - Disruption Pod
 - - - > 165 Points
Broadside Battlesuit Team
+ Broadside Team Leader
   - Smart Missile System
   - Advanced Stabilisation System
   - H-w. Drone Controller
   - H-w. target Lock
   - 2 x Shield Drone
+ Broadside
   - Smart Missile System
   - Advanced Stabilisation System
 - - - > 200 Points
Broadside Battlesuit Team
+ Broadside Team Leader
   - Smart Missile System
   - Advanced Stabilisation System
   - H-w. Drone Controller
   - H-w. target Lock
   - 2 x Shield Drone
+ Broadside
   - Smart Missile System
   - Advanced Stabilisation System
 - - - > 200 Points
Summed up : 1749 points
I played a small number of games with this list and quickly figured out that I just needed more Crisis, because they are mainly the key unit in a Tau force.
The next article will cover the next list I thought about, with a lot more Crisis suits and which advantages the new list has over this one.

Cheers Cleutin