Tuesday, August 16, 2011

Court of the Archon


Hi guys,
once again it’s been a while since my last post. At the moment I’m occupied with a lot of other things to do and because of that I don’t always find enough time to write not to mention keep on painting on any of my armies. That is why I’m not able to feed you with any new photos of my models and have to keep this blog alive by writing an article or two. Without any time on my hands I wasn’t able to further playtest my DE army and can’t write another battle report at the moment, but at least I can tell you that my brother figured a rather cheap way to create Razorwing Flocks (which btw. look far better than GW’s “Hitchcock’s Birds” models) and by now finished building some of them. As soon as I’ve finished painting some of them, I’ll show you what he did and you can make your own decision which models you like better or tell me what those flocks should look like in your opinion.
Other than that, there’s not been much going on lately. GW currently releases lots of stuff for WHFB and their “Storm of Magic”-summer campaign and I’m not really psyched about that. Don’t get me wrong, all of those large monsters are, of course, stunning models and I do really like them,  but they remain WHFB models and are therefore not of any interest for me, because I won’t play this system. One of the next releases somewhere in August or September will feature new models of the DE range, to be more precise at least some of the models of the court of the Archon will be released. The pictures of those models (namely the Medusae and the Ur-Ghul) got me once again thinking, whether I could do something useful with this unit or not. Every model in the court seems to be good at one or another things (well … maybe the Lhamaeans need a looooot more thinking until they are really useful) and with four different unit types we immediately get four wound groups. Sounds great, but with 5+ armour, T3 and only one wound the use of this quickly fades away. Well, if wound groups are not the main reason to buy this unit, maybe the combination of different models will make the unit valuable. We get Lhamaeans, which are equipped with 2+ poison weapons and upgrade those of the Archon to 2+ as well. There are Medusae, which are equipped with stronger Liquifier Guns and get Ur-Ghuls and Sslyth, which are dedicated CC-fighter (one of them with S4, 3 A and FC and the other with S5 and 3 A). If you ask me what types of units support which other in this unit, I don’t know what to say. Of course the Medusae can shoot at an enemy unit and the unit can charge into CC afterwards, where the rest of the unit can fight. Sounds reasonable, but with the help of Venoms and Wyches or Incubbi I can get the same effect. Building a unit only out of Ghuls and Sslyths for two wound groups and lots of attacks would be great. Or a unit consisting only of Medusae in order to spam Liquifier Gun sounds quite funny. The huge problem here is that one is forced to buy at least one model of any type, so that the unit at least costs 70 points. Not really a good deal for a unit, which is mediocre at everything and doesn’t excel in any particular task. In addition to this, I’m forced to buy a Venom for the unit in order to get any use of them. If I want to enlarge the unit a bit in order to get some more punch, I even have to buy a Raider for them and the unit gets extremely expensive for a DE army.
To sum it up, the court of the Archon is a funny unit in the army book, but whether it is playable or not, I’m not really sure.  Most of the times I’m sure to find better things in the army to spend my points on and will therefore not buy those models or build some on my own.
Cheers Cleutin

Wednesday, July 20, 2011

ETC Missions (Some Ideas)


Hey guys,
one complete month has passed without me writing anything for the blog (shame on me!). But I wasn’t only lazy during that time. I build my new Dark Eldar army and was able to make quite a number of test games with these. What I’ve realized by these is that I’m still undecided whether Raider-Rush or Portal-Rush should be the way to go. I’m not even sure, if I prefer Ravager over Taloi or not, so you see there is quite a lot to think about for me. At least I got my brother into building the first pair of Razorwing Flocks for the army so I’ll be able to post some quite interesting photos in the future. But the Dark Eldar aren’t supposed to be today’s topic at all. There is something far more interesting going on in the near future:
The ETC 2k11 is up and coming towards us. This year I won’t be able to make it to the location, so there will sadly be no photos by me. Nonetheless the ETC is once again a huge tournament with players from all over the world attending and playing in teams of 8 players against each other. Many rules from last year’s rules pack have been kept unchanged, never change a running system. But there are as well some quite huge changes especially concerning mission objectives and the scoring system.
Like last year every singleplayer game is worth up to 20 points for the teamrating, but the way these 20 points can be achieved changed dramatically. A year ago every game one rulebook mission was played and the winner received 15-5 points or 10-10 if it was a draw. The remaining 5 points for a 20-0 could be achieved by scoring a large number of victory points against the opposing player via a victory point matrix.
This year the deal is completely different. In every game there are two(!!) rulebook missions played and one of them is the primary mission and the other one the secondary mission. The winner of the primary mission gets 8-0 points (4-4 for a draw) and the winner of the secondary mission receives another 4-0 points (2-2 for a draw). The remaining 8 points can then once again be scored via a victory point matrix.
First of all the new mission objectives seem to be far more complicated than last year’s. This may be correct in some cases. Players don’t just have to look for one mission objective, but for the secondary objectives as well. But what does this mean in certain? First of all we have to see that there are three different rulebook missions and whenever you put two of these together to form a new mission you get a set of exactly six new missions (the exact number played at the ETC). In order to receive six different missions you have of course to switch primary and secondary objective in three of the missions, otherwise there are only three new missions. In practice this means one really important point: Killpoints are played far more often. Last year the ETC featured two killpoint missions out of the six missions played. Otherwise killpoints were more or less only important for the tiebreaker (namely the victory point matrix) which was worth up to five points.
This year there are once again two killpoint missions (both of them different secondary missions) but in addition to this there are another two missions featuring killpoints as their secondary mission. Further the victory point matrix can produce up to eight points rather than five. What does all that mean for this year’s players and armies? Obviously, it isn’t enough to accomplish the primary mission in order to win a game, because you can still lose 8-12 by winning the primary mission. Otherwise it means that only drawing on the primary mission doesn’t cost you complete five but only four points and there is still a secondary mission you can win in order to get another four points for your side.
Players are therefore forced to think in new dimensions and cannot sacrifice large parts of their army to win 1-0 in marker missions, because this way they will for sure lose the secondary mission and lots of points in the victory point matrix. Are therefore more aggressive armies the way to go this year, in order to force the opponent to make mistakes? We will certainly see. This question directly brings us to this year’s army lists:
First of all some things are obvious. Necrons have been dead last year and are even more so this year. You can NEVER put Necrons forward, because they will always be slammed 0-20 away by the right army and as a counter … well let’s say there are better armies for this task. Dark Eldar are far stronger than last year. The community seems uncertain whether DE are strong or not. Every that decided to feature DE in their setup went towards are really strong Venom spam-shooty kind of army. Obviously these are designed against hordes like Orks or Nids. In this point pairing is very important, because Orks and Nids will seldom be put forward as these are typical IG counters.
This year’s real loser are, of course, Daemons. Only a couple of countries decided to field this army and one of the main reasons for this is, for sure, the release of the GK codex. In a team tournament you just cannot play an army that will always be countered 0-20 by another army (at least not if you can’t foresee the pairing). Other armies that are played seldom are as in the last year Tau. Tau typically suffer from the same problem as Necrons that you can always counter them by ease. But at least are Tau able to achieve high wins, if set up against the right opponent and played by a strong player. The French once again go this way this year. Witch Hunters seem to experience some kind of a renaissance this year, especially some of the “stronger” teams (like Poland and Germany) count on these in order to act as a second shooty IG list.
This year’s (not really surprising) winner of the armies are GK. The codex is really strong, GK always win 20-0 against Daemons and even other armies struggle against Psyfle-Dreads, I6 force weapons and all stuff of gimmicks like psychic powers or strange working grenades. There is nearly no country that did not jump onto the GK train to ride it to victory, main builds seem either to be Purifiers with Dreads, LR Spam or Termis with Dreads.
In addition to GK there are no real surprises in the main choice of armies. IG, Vanilla Marines, BA, Wolves, Eldar, 2/9 and Orks made their way into nearly any team in any combination. Nids, WH and DE are often used to fill up the team.
Which of these combinations will be the strongest can’t be said at all. It always depends on the players behind the armies and especially on the pairings, as this is a team tournament.
I’m waiting for the results of this year’s ETC and can’t really say who will win it this year (but I wouldn’t bet my money on the German team).

Cheers Cleutin

Monday, May 30, 2011

Something for the mean time


Hi guys,

it’s been quite a while since I’ve posted the last article on my blog. This time the delay is clearly due to me being extremely occupied by university. Over the last weeks I had to give several presentations, had meetings and lots of stuff to do. Now that I’ve finished nearly all of this, I will return to writing some articles for my blog.
So what has happened in the meantime? Of course, GW raised lots of their prices, this time a lot of books and plastic kits got more expensive. Metal models nowadays are out-dated and have been replaced by shiny new resin models, but obviously this move wasn’t thought to the end by GW. Lots of these models seem to have major flaws due to resin not properly filling the moulds. I for myself can’t say anything to this, because I haven’t had any of these models in my own hands and maybe never will have, because due to the high prices I’m most certainly not going to buy those.
After these unhappy remarks I can announce that my gaming table has been set up at the moment, so I’ll maybe be able to play a few games, write battle reports and of course make lots of pictures of the finished table and lots of our terrain (recently we received a huge LOS-blocking piece of terrain, take that shooty armies :P).
Over the last weeks I was able to play two games against my brother’s BAs with my new DE army. By now I also received some of the models I bought on ebay (still don’t know what to do with about 60 Wyches …), so I don’t have to use proxies for every single miniature. At this point I’m experimenting a lot with different lists and am not even sure whether to focus on playing with webway portals or to prefer aggressive lists with lots of vehicles. One thing I already learned the hard way: DE tend to die quite fast if you move them the wrong way and most of my DE lists bear lots of killpoints. This means that in killpoint games I have to play really aggressive in order to score lots of points, because I will give away a lot as well.
So let’s see what I can already say about the DE codex after having played a few games with different lists. First of all I’m impressed that there are not many units I would certainly not buy for my lists. Most of the units are clearly strong, good in combinations are can at least be called playable. As always I will leave out special characters, because I just play them not often enough to make up my mind about them (besides, Baron Sathonyx is a real bitch for only 105 points).
In the HQ there are three different choices, beginning with the Archon. The Archon is quite cheap and can get lots of shiny stuff, some of this is even useful and things like an invulnerable save should always be bought for him. He is also the perfect addition for a unit of Inccubi to equip them with grenades (I normally like to keep my high initiative). After buying the Archon you can buy his court as well, but this unit has the same problems most of command squads share, I don’t get what I should do with it and it is just not strong enough.
The second choice is the Succubus, already equipped with an invulnerable save (at least for CC) there are only some weapons that can be bought and otherwise there are no options at all. In a small force the Succubus can be played, because it’s cheaper than an equipped Archon, but of course it is not as good as the former.
Last but not least there are units of 1-3 Haemonculi. Cheap, interesting upgrades, making Wracks to Troop choices, free Pain Tokens … There are several good reasons to buy these guys.
Before this article now becomes quite too long I will cut the other sections short.
In the Elite slot there are Incubi, Grotesques, Wracks, Mandrakes, Harlequins, Trueborn and Bloodbrides. Incubi are one of the best CC units, because they have S4 and power weapons. Grotesques have S5 and three wounds, so you could you them to block lots of things, but I haven’t tried this yet. Wracks should be played as Troop choices and are good for this job, because they have T4 and FnP. Mandrakes are one of the worst units the codex offers us, either you infiltrate them or give them a Pain Token for their shooting attack, but I normally would want a combination of these things. Harlequins are always good, especially at protecting a portal carrier during the first turns. Trueborn are great to buy several special weapons in small squads and saving points this way. Bloodbrides are just improved Wyches but still got no power weapons and therefore I don’t know if I should really play them.
In the Troop slot there are only Warriors and Wyches, both units can be played and are not bad. Warriors are great in units of 5 in a Venom or Raider and Wyches can have any size between 5 and 10, this way they stay cheap and can already kill lots of smaller units.
The Fast Attack slot grants us Hellions, Scourges, Beasts and Reavers. Hellions are good in units of at least 15 guys, because then they spit out lots of poison shots and can kill even huge enemy units in CC. Scourges can have two special weapons per 5 models and can therefore be designed to either hunt vehicles or infantry. Beasts have really really really lots of attacks in CC and excel in fighting any kind of infantry but can also destroy slightly armed vehicles because of their high number of attacks. Reavers have not been tested by me right now, so I can’t really say anything about this unit.
Last but not least there is the Heavy Support slot featuring Ravagers, Talos/Cronos and Jetfighter/Bomber. The Ravager was good in the old codex and hasn’t lost a bit in the new book. If you have 105 spare points and don’t know what to do with them, buy one of those. Talos/Cronos are only good if coming through a portal, because otherwise their three wounds will be shot away quite fast. If they enter field through a portal they can deal a lot of damage, because S5/7 and being a monstrous creature is always good in CC. The Jetfighter/Bomber are a bit more expensive than the Ravager and are therefore often ignored by me. In addition to some lances they are equipped with different bombs as well, but because I want them to shoot at vehicles in my opinion the bombs are often wasted. But maybe I’m mistaken here and just have to playtest them a little bit.
All in all the codex is really great and it’s lots of fun to play with it. As soon as I have played some more games and figured out some possible lists, I’ll of course write about that to keep you updated. But this is it for today ;)

Cheers Cleutin

Friday, May 6, 2011

Sample Ork Army List

Hey guys,
I’m still lacking some ideas, but once again I’m sitting in a train and have quite some time to think and write this way. So, as already promised I’m going to give you some ideas about the Ork army I’m currently playing most of the time. I’ll just start with the army list so that you know what I am talking about ;)
***************  2 HQ  *************** 
Warboss
- Mega Armour
- Cybork Body
- Bosspole
 - - - > 115 Points

Big Mek
- Kustom Force Field
 - - - > 85 Points
***************  3 Elites  *************** 
15 Lootas
 - - - > 225 Points

9 Tankbustas
- 2 x Tankhammer
- Nob
- Power Claw
- Bosspole
 - - - > 165 Points

9 Tankbustas
- 2 x Tankhammer
- Nob
- Power Claw
- Bosspole
 - - - > 165 Points
***************  4 Troops  *************** 
3 Meganobz
- 1 x Kombi Shoota-Skorcha
- 1 x Kombi Shoota-Rokkit Launcha
+ Battlewagon
   - 2 x Big Shoota
   - Deff Rolla
   - Grot Riggers
 - - - > 255 Points

19 Boyz
- Nob
- Power Claw
- Bosspole
 - - - > 154 Points

19 Boyz
- Shootas
- Nob
- Power Claw
- Bosspole
 - - - > 154 Points

10 Gretchin
- 1 x Runtherd
 - - - > 40 Points
***************  1 Fast Attack  *************** 
3 Warbuggies
- 3 x Twin-linked Rokkit Launcha
 - - - > 105 Points
***************  3 Heavy Support  *************** 
3 Killa Kans
- 3 x Grotzooka
 - - - > 135 Points

Battlewagon
- 2 x Big Shoota
- Deff Rolla
 - - - > 120 Points

Battlewagon
- 2 x Fette Wumme
- Deff Rolla
- Grot Riggers
 - - - > 125 Points

Summed up: 1843 Points

As you can see this is roughly a list for 1,850 point games. There are some spare points and if I want I can even get additional free points by kicking a Loota or getting rid of some of the big shootas on the Battlewagons. To get down to 1,750 I can either kick the squad of Warbuggies or instead buy a second squad that consists of 2 Buggies and kick one of the Tankbusta squads completely. Now let’s take a closer look at the list itself.
In the HQ I chose a combination of a Warboss and a Big Mek because in my opinion this is one of the strongest setups. With three BWs in this list I really want to have access to a KFF, but do not really need two of them. The Warboss allows me to buy a squad of Nobz as a Troop choice and this way I can play four scoring units in my list and I’m still able to max out my Elite section.
In the Elite section there is only one large unit of Lootas. Of course I would rather play two squads of 10 Lootas each, but I often play against Tyranids and Marines and learned to love my Tankbustas with their AP 3 weapons a lot. So I stick to two mobile Tankbusta units. Kommandos and Burnaboys didn’t make it into my list, because neither of them really supports my style of playing Orks. A unit of Nobz would be far too expensive in this list and is therefore left out as well.
The first of my Troop choices is a unit of MANz (of course with maxed out woundgroups) in a BW. This way I can even field a BW in Dawn of War deployment if I want to. The Warboss often runs with this unit, in order to not slow down my units of Boyz. The Boy units are at 19 models, because this way I can put each of them into a BW and I am free to decide which of these squads protects the Big Mek. One unit is equipped with shootas so that I get some alternatives in playing these units. Last but not least I included a squad of Gretchins. It should be quite clear that this unit most of the time is kept in reserve and always hides and does nothing at all besides seizing an objective late in the game.
In the Fast Attack section I just bought a squad of Rokkit-Buggies. For 105 points they are just great to move quite fast over the battlefield and shoot twin-linked rokkits at everything that could be dangerous for me. Being fast vehicles helps them a lot in staying alive even though they are just AV10 open topped.
The Heavy Support section is quite full (with the BW of the MANz I got 4 units) and very important for my army. I bought two BWs in here what makes my army far more mobile and harder to kill than without them. In addition to that every BW in my army is equipped with a deff rolla, which helps a lot with dealing with highly armoured vehicles. D6 automatic hits at S10 can open LRs or any other vehicle that is annoying my army. It’s important to keep in mind that the BW is open topped, which means that the Orks inside it can even attack anything that falls out of a destroyed transport vehicle ;)
The last Heavy Support slot is occupied by a squadron of Killa Kans. Equipped with grotzookas they can kill hordes as well as better armoured infantry and with AV11 on the front they are quite good in blocking annoying outflanking units. If there is nothing like that to do I can even play them rather aggressively, because their S10 attacks make them also good at destroying vehicles. So they are a real allround unit in my army and can do whatever has to be done.
With 14 killpoints in this list it’s of course not that easy to win a killpoint game, but lots of these killpoints are rather hard to get for your opponent. As long as he doesn’t have lots of long range firepower he will have to get close to you in order to destroy your BWs and that’s exactly what you want him to do. As soon as he approaches you can unleash all of you power at once dealing lots of damage to his units. Normally I keep my army close together with lots of Boyz hidden in BWs. That way they can attack at a rather long range (with the Help of a good time Waaagh even further) and do not block the movement of my vehicles. In games like that I often use my Killa Kans to defend one of my flanks against everything that tries to surround my army, instead of throwing them in the middle of the fight. The Warbuggies very often annoy the enemy and block his movement by spreading out right before his army.
Playing with objectives I try to place one of the objectives very close to my table edge in order to get it with my Gretchin late in the game. The remaining objectives are ideally in the middle of the table close by so that I can seize some of them with my large units of Boyz and the middle of the table is exactly where I want to play most of the time. If there are only two objectives I can defend my own one with Gretchins and Lootas, while lots of my units attacks the other one. As long as I can hold mine and can at least contest the other one with any unit everything is good for me. If your enemy has outflanking units it’s often a good idea to let your Killa Kans defend your objective as well. They should be able to stop most of those units that are able to outflank.
That is more or less what I can tell you about playing with such an army. As always it comes down to playing and learning for yourself and finding your own style of playing. If you find out that you do not need two squads of Tankbustas, but are missing a second unit of Lootas then feel free to change it or play an at all completely different list :)
Just do what you think is the best for yourself and try out lots of different thinks. I hope this article helped you in finding an Ork list for yourself.
Now stay tuned for the next article, at least I do, because I still don’t know what I’m writing about :P
Cheers Cleutin

Saturday, April 30, 2011

Ork Heavy Support Choices

Hey guys,

this will be the last article in my series of articles concerning different choices of the Ork codex. After this one you will know all I think about these choices and where the advantages and disadvantages of different units lie. So we’ll just start right up with the Heavy Support choices.
In the Heavy Support section we have (like in the Elite section) the choice between six different types of units, making it a really tough decision what we want to hit the battlefield with.

The first choice the codex offers to us is in my opinion already one of the best we can take: the Battlewagon (BW). With a front armour of 14, intelligent positioning and a KFF Mek those vehicles are really hard to take down for our opponents, well of course meltaguns are still a problem. But being hard to destroy is not the only thing that makes the BW a great choice for many Ork armies. In addition to this (at least for an Ork) strong armour the BW is allowed to transport up to 20 models and being open-topped means they can always charge out of it. The BW is therefore a really good way to transport your Boyz or Nobz right into battle, I often combine an attack of two of those, one filled with Boyz and one with MANz, this way I can compete with nearly everything I run into. The BWs themselves are most of the times equipped with deff rollas and can with this upgrade easily crack open transports so that my Orks can attack what was inside.
Another good idea is to use the BW as a safe place for your Lootas, this is because it has no firepoints and every Loota can shoot as long as the vehicle has LoS to an enemy. You just have to watch for enemies shaking or stunning your BW, because your Lootas will not be able to shoot in this case.
The BW comes with a whole lot of possible upgrades. I’m just going through all of it rather quick:
-killkannon is too expensive for what it can do and we lose transport capacity
-‘ard case is just crap, we WANT to be open-topped
-deff rolla is always great if you have the points (and I always find points for this somewhere)
-red paint job can be interesting, if you use your BWs for quick attacks and tend do drive a lot
-grot riggers are one of the best upgrades, only the KFF Mek BW doesn’t get them, but every other BW always gets those
-stickbombs CAN be played, but I often do not buy them
-armour plates could be worth the points, but I normally do not buy them for Raiders and so there is no reason for me to buy them for my BWs
-boarding plank, wrecking ball, grabbin’ claw have been played before the FAQ ruled the deff rolla in our favour, now they are normally just wasted points
-big guns are never bought by me, but the lobba could be useful, some player tend to play it a lot
-one or two big shootas MUST be bought, otherwise your BW is too often immobilised
If you don’t have the spare points to buy a deff rolla, you should at least always buy a reinforced ram to be allowed to reroll dangerous terrain checks, believe me you WANT this ;)
To sum it up, I think the BW is a really really great choice and it has nearly infinite possible uses in your army. What is great about it is that you can even buy it as a dedicated transport for your Nobz and MANz and I strongly recommend doing this, because this way you can either play more of them or get free Heavy Support slots for other gimmicks.

The next of these gimmicks would be the Deff Dread. The Dread is basically a Dreadnaught with two CC weapons and has to buy two additional weapons. I would in this case buy either two big shootas or two skorchas, because these are the cheapest weapons. When you add grot riggers and armour plates you get a Dreadnaught with two heavy flamers at the cost of 100 points. Not a bad deal at all in my opinion, but most of the times I just don’t have 100 spare points in my lists. The only really good use I have found for this unit so far is to protect Gretchin on your home objective against outflanking units, many Marines do this with a Bot, but that one can at least do some damage to vehicles with long range firepower and our Dread just can’t do that. So sadly he is often left home by me. Maybe I’ll find some lists where it is really useful to play one or two of them, because thanks to the Mek I can at least play one of them as a (not scoring) Troop choice.

Right after the Deff Dread the codex gives us the opportunity to buy three smaller Dreadnaughts as a single choice: Killa Kans. A good deal? I really think so. Each of those already has a CC weapon and has to buy a shooty weapon. I normally buy grotzookas for my squads, because with 2 S6 blast templates per model I get something really useful against horde armies without having to buy Burnaboyz or stuff like that. But with 6-9 S10 power attacks in CC I get something useful against vehicles as well. Besides the grotzooka you could either buy skorchas because they are cheap or rokkits, with BS3 the Kans at least can hit with those. Other upgrades are grot riggers and armour plates, remember what I told you about this concerning buggies? The same is true for Killa Kans, man those are squadrons, why should I buy this stuff?!?!
A standard unit of Kans in my army only costs 135 points, and will most often do a lot more than a single Deff Dread, I think you realize which of these units are preferred by me.

Next up are Flash Gitz. Flash Gitz are the only unit in this codex where I have absolutely no clue what to do with them at all. They are basically Nobz equipped with random shooting weapons, but without any other upgrades that are normally allowed to Nobz (besides the Painboy and cybork bodies). If I want to upgrade the weapons of this unit to have more shoots (always remember, more shots are good at BS2), I have to pay at least 150 points for the smallest possible unit. I just can’t see where this will ever be a good deal for me. Wondering why I’m not telling more about this unit? Well, there is nothing more to say, they CAN buy Kaptin Badrukk as a Nob, but not really interesting, because I will never ever buy this unit in any of my lists.

Coming back to something more useful we find Big Gunz as our next choice. We can buy up to three guns as a single choice and can buy additional crew member, ammo grotz or even a Runtherd (the last one is rather expensive, but sometimes you may want to buy it, because it can keep your Big Gunz on the table with his improved LD). For about 60 points we can buy three (short range) missile launchers that at least have BS3. Not the worst we could do with our spare points. The main problem for Big Gunz is still that they are a Heavy Support unit and I tend to buy lots of BWs and Kanz in this section. The other two possible upgrades for the kannon are either a lobba (waste of points and BS in my opinion) or the zzap gun. Zzap guns are somehow funny, because they have an AP of 2 and each time roll for their S. They CAN deal lots of damage or do nothing at all, always remember it is an Ork codex after all ;)
Big Gunz are at least not our worst unit and you can always feel free to buy them especially in games with a smaller point limit.

The last unit in our codex are Looted Wagons. At the first time I saw them I thought they were some kind of smaller BWs (like Dreads and Kanz), but I soon realized how wrong I was. Looted Wagons can only transport 12 models (that can even Trukks), have front armour of 11 and can buy no deff rollas. Everything that really makes the BW a great choice is either missing or just really bad. Looted wagons can’t even be bought as a dedicated transport vehicle by any unit throughout the complete codex. I don’t know if this is by purpose or someone made a mistake but this makes the Looted Wagon a really unworthy unit. I could compete with Trukks as dedicated transports, but has no chance to compete with a BW as a Heavy Support unit. I’ve seen people playing Looted Wagons equipped with boomguns, because they just use it as a weapon platform instead a transport vehicle. If I would do this I’d have to buy the Wagon, the gun and the ‘ard case to keep it alive. This way I’d pay 115 points for a boomgun?! My standard BW with deff rolla and grot riggers only costs 125 points and will do much more throughout the game. So all in all Looted Wagons are not bad at all, but should be played as transports and therefore should be allowed to be bought as dedicated transports. But because this is not the case, I don’t play them at all.
In my armies I often play 2x BWs and 1x Kanz or 1x BW and 2x Kanz, because for the way I play those setups are just great. I strongly recommend trying out a lot and playing around with different possible setups for you.
That’s basically all I can tell you about this codex. Next time I’ll show my current list and explain why I chose different units in there, but after that I’m out of topics. So once again, make suggestions ;)

Cheers Cleutin

Saturday, April 23, 2011

It's Finally Done

Hey guys,

as promised I've finally finished my gaming table and I must they that I'm really proud of myself. It came out quite good and will look even better with all that great terrain that we already have. At the moment the table is in my garage and because of that the lightning is really awful and the pictures didn't come out as I'd liked. But they are still good enough to see what it looks like and so here we go ;)






So, just some snaphots from different angles to give you some impression. Somewhen between June and July I'll be able to make some more games on this table and will seize this opportunity to make some better photos even with terrain on it.

Cheers Cleutin