Sunday, January 30, 2011

Second Weekly Battle Repor, Demons Vs Blood Angels 1850

Played my friend Tom again with his blood angels.  He's much better with his blood angels than his guard.  His list isn't bad,  but it has a good number of bad match ups.

Anyway my list

3 Charriots of tzeentch- bolt, master of sorcery 300
3 unirs of 6 Fiends 540
4 units of 7 Bloodletters 448
2 units of 7 Bloodletters- icon 274
3 units of 6 Screamers 288

His list from memory was:

Mephiston
1 Priest
Libby Dread- wings, shield
3 5 man assualt squads with meltas and lightning claws
3 las plas razorbacks
1 5 man assualt squad- flamer lightning claw
Land raider Redeemer
5 Assualt termies- 3 THSS 2 LC
Land Raider Redeemer

(priest went with the termies in their raider)

The mission was dawn of war kill points.

He won the roll for first turn and passed it off to me.  He also deployed nothing and said his whole army would roll on turn 1.  Usually in missions like dawn of war, or when my opponent goes full reserve, I can go more ballsy with my prefered wave, but in this case, I wanted to try and keep it balanced for the sake of testing.

My Turn 1
I want 1 chariot, 2 fiend squads, 3 letter squads (1 with icon) and 1 screamer squad.  I didn't get it, so everything else came in.  I had no idea where he was going to come on so I spread everything out accross the middle of the table.  I put one letter squad and 1 fiend squad on my left flank, the screamers and another letter squad in the center, and the letters with the icon and a screamer squad on my right flank.  The charriot came in way back.  Then I ran and spread out.  1 Charriot mishapped after scattering 12 inches off the table and Tom placed it in a far corner.

Tom's Turn 1
His army rolled on.  His redeemer with the assult squad came on 12 dead center, and unloaded 5 assualt marines which charged my screamers and killed them, consolidating 6 inches into woods since nothing in my army has frags.  His dread came on and hid behind his land raider.  3 Razorbacks, mephiston, and the termie land raider came on 12 on my right flank, effectively taking a squad of bloodletters out of the game.  They all shot at my screamer squad and brought it down to 1 screamer. 

My Turn 2
I got 1 more squad of fiends, 2 more bloodletter squads, the last screamer squad, and the last charriot.  The fiends came up off the bloodletters icon right in the heart of Tom's army, Both bloodletter squad came off the icon as well and, really over loaded that side with bloodletters.  My screamers came down in the center of the table.  My charriots took shots at the rhinos and missed, my charriot that mishapped boosted 24".  The fiends that were previously on the table charged the land raider that teh assualt marines came out of and weapon destroyed it.  2 Bloodletter squads charged the assualt squad that moved into the forest, I lost 4 bloodletters, then butchered the assualt squad.  The loan screamer charged the redemmer ith termies and missed.  But, it made it, so it couldnt move without tank shocking through it. 

Tom's Turn 2
Tom has a lot of threats to answer right now, and not too many way to do it.  Mephiston flies 12 inches and prepares to charge a fiend squad.  His razorback move 12 inches, usuing their hulls to protect mephiston from the 35 bloodletters that are starring at him.  They rapid fire plasma at the fiends mephiston wants to charge, and kill 2 of them.  The libby dread flies 12 and prepares to charge my fiends that just attacked the land raider.  His land raider in the center moves 6, and shoots the screamers killing none.  The other land raider didnt move, due to the fact that he would have to tank shock my screamer.  He onloaded everything he had into it, and killed it.  In combat mephiston charged the squad of 4 fiends, killed two, and took no wounds in return.  My fiends used hit and run to free them selves up.  His dread also charged my 6 man fiend squad and exploded before he even got to swing. 

My Turn 3
Last fiend squad and bloodletter squad came in off the icon again.  Shooting stuns a razorback, and wepon detroys another.  8 Fiends slam into mephiston, he goes first and only kills 1 fiend, from the squad of 2.  7 fiends attack and scroe a total of 5 rends, killing the bastard.  The screamers charge the land raider that only moved 6, and immobilize and stun it.  Around 35 bloodletters charge the 3 razorbacks, do nothing to 2 of them, but explode the 3rd, 6 inches... oops...  I lose a total of 11 bloodletter from all sorts of different squads in the explosion.  That's bad...

Tom's Turn 3 
Tom's marines all get out and shoot up/charge my bloodletters.  I think he killled about 16 more this turn over 3 squads.  His raider with termies drives 12 and charges into my fiends.  I score no rends, and he kills 2 fiends.  I hit and run away.  The 2 razorbacks that are left drive 12" away.  Screamers whiff against his raider by shaking it twice.

My turn 4
My 7 fiends that just killed mephiston go on a killing spree of marines and wipe 2 squads.  My other fiends charge the termies and are planning on having the support of  the 8 remaining bloodletters, but the squad of 6 decided to roll double ones for difficult terrain and fail the charge.  So 2 letters and 4 fiends charge in, kill one termies, and I lose another fiend and a half and both bloodletters.  On the bright side my charriots finally kiled a razorback and the screamers finally wrecked the landraider. 

His Turn 4
His termies beat up my fiends again and kill them, but lose another termie.  His last assualt squad kills my 1 fiend to get the kill point.  his raider drives around since the fiends are no where near it and kills 4 bloodletters fromt he squad of 6. 

My Turn 5
Well I'm up on kill points and I cant tdo too much.  The last squad of 6 fiends kills the last assualt squad and the charriots pop the last razorback.  Everything else runs away. 

Tom's Turn 5
He gets his termies back in the raider, and his raider finishes the last 2 bloodletters.

We roll for it and the game ends on a 2.

 The game ends 10-9 in my favor.  Man was that a blood bath. 

Comments and critiques are welcome.

Friday, January 28, 2011

Qucik update about what I'm planning

Well SVDM which is a GT in februry is coming up, and I have a 3 boxes of raveners to buy/convert/paint into fiends, and then about 10 screamers to paint (although they go by real quick) 3 charriots to paint, and 30 bloodletters to paint.  So my hands are pretty full....

After that, I'd like to consider my demons pretty much finished, although I will need to convert up another charriot.  And, after that I'd like to start working on my eldar stuff.  I'd actually like to start playtesting eldar right now, since I'm looking for a change of pace, but I would need to proxy all but one tank :(

On another note I need to learn how to use an air brush for my eldar, since the scheme I'm goign with is tons of blended blues.  While I can actually paint it up with a  brush to almost an identical style as the air brush, it took me a solid week with 4-6 hours of painting a day to finish 1 tank.  I can't do that if I'm playing lists with 9-11 tanks.

Then there is always warmachine... I have a skorne fetish right now which could really use some atteniton, but I don't see it happening anytime soon.  I already have a cryx army, so the motivation to get it done just isn't there.

Then there is always school, and rhen keeping the females happy...

That's all I got for now, peace.

Wednesday, January 26, 2011

importance of psychic defence?

So lately I've been thinking the need for psyker defence has greatly increased.  I mean if you think about it, you wont find a vanilla army without a librarian, or blood angel list with a libby or even mephiston.  Most wolf armies run a rune priest, and guard allies for psychic hoods.  Even in my eldar list I'm forgoing a second autarch for a farseer just to get runes of warding.

Is having the ability to have psyker defence really that important?  I mean armies have been successful without it, such as Stelek's space wolves or my demons, but many competitive players deem it necessary.

So how important is psychic defence in competitive 40k?

Tuesday, January 25, 2011

More Eldars 2000

I don't know why, but I really have the urge to start up an eldar army, and tons of different builds are popping up in my head lately.  This is what I'm thinking of a 2k eldar list.

HQ
Autarch- Fusion gun 80

Farseer- runes of warding, doom 95

Elites
5 Fire Dragons 80
Wave Serpant- shuriken cannon 100

5 Fire Dragons 80
Waver Serpant- shuriken cannon 100

Troops
10 Dire Avengers- exarch, blade storm 147
Wave Serpant- eldar missile launcher 120

10 Dire Avengers- exarch, blade storm 147
Wave Serpant- eldar missile launcher 120

10 Dire Avengers- exarch, blade storm 147
Wave Serpant- eldar missile launcher 120

10 Storm Guardians- 2 fusion gun 92
Wave Serpant- eldar missile launcher 120

Heavy Support
Fire Prism- Holo Fields 150

Fire Prism- Holo Fields 150

Fire Prism- Holo Fields 150

It can play the reserve game pretty well with the autarch and it's long range.  It comes on with 3 prism cannons and 4 TL missile launcher shots.  It also unleashes 90 bladestorming avengers and doom for soe fish of fur style of play, if necessary.  Not to mention the 13 fusion guns, and 9 skimmers.  Farseer for doom and psychic defence, obviously. 

1998, let me know what you think.

Sunday, January 23, 2011

Footdar 2k! Because I can...

Well I just think it would be really funny if someone brought footdar to the nova invitational.  Let alone if they won with it. 

HQ
Eldrad 210
Avatar 155

Elites
10 Harlequins- 10 kisses shadowseer 250

Troops
10 Wraithguard- warlock spiritseer enhance singing speer 399
10 Guardians- bright lance 110
10 Dire Avengers- exarch blade storm 147
3 Jetbikes- shuriken cannon 76
5 Rangers 95

Fast
8 Warp Spiders- Exarch withdraw 223

Heavy
3 Warwalkers- scatter lasers 180
Wraithlord- bright lance missle launcher 155

2000 on the nose.  I think it would be pretty awesome to win the most competitive tournament of the year with this.  How about you?

Friday, January 21, 2011

A tyranid list I like! 1850

HQ
Swarmlord 280
Guard- lash whip 65

Elites
5 Ymgarl stealers 115
2 Zoanthropes 120
Spore Pod- cluster spines 50
2 Zoanthropes 120
Spore Pod- cluster spines 50

Troops
10 Gaunts 50
10 Gaunts 50
Tervigon- Adrenals Toxin Sacs Catalyst Clusters 195
Tervigon- Adrenals Toxin Sacs Catalyst Clusters 195
5 Stealers 70
5 Stealers 70

Heavy
Trygon- adrenals 210
Trygon- adrenals 210

So it's got sneaky deployment tricks which are always fun.  And then standard good things for tyranids, but the kicker is no hive guard.  I like it so far, I don't know if it can deal with guard or wolves, or deathwing... But baby steps!

Wednesday, January 19, 2011

A note on the meta game

So if I came up to random educated 40k player and asked them what the "best" armies currently were, what would they say? 

Something along the lines of this
"Space wolves and mech guard, blood angels are probably up there too  oh and dark eldar."

Well let me tell you this, the meta game is changing.  Soon we will hear no more cries of "OMG his leaf blower army is SO EFFING BROKEN".  Why?  Because the top armies are no longer mech guard, space wolves or space wolves.

*gasp*

Now I know you're all thinking I probably have no clue what Im taking about but let me first explain to you what's really going on behind the scenes.  About a year and a half ago the guard codex came out and introduced a new level of fire power that was unheard of in the game.  This guard army was so radical when it came to the shooting phase it pissed on everyone else.

 Let me show you what I mean,

HQ
Cannoness with MC eviserator, book, cloak, jump pack, bolt pistol, Mantle
Cannoness with Blessed Weapon, book, cloak, jump pack, inferno pistol

Troops
10 sisters with melta gun and Heavy flamer. Vet has a book. Mounted in a rhino with extra armor and smoke
10 sisters with melta gun and Heavy flamer. Vet has a book. Mounted in a rhino with extra armor and smoke
10 sisters with melta gun and Heavy flamer. Vet has a book. Mounted in a rhino with extra armor and smoke
8 Grey knights, 2 psycannons

Elite
DH inquisitor with psycannon and Emperors Tarrot. 3 Heavy bolter servitors. Sage. 2 Mystics

Heavy
3 Exorcists no upgrades
This list won a GT in the begining of 2009.  (Guard came out in May 2009)  This list has very little in the way of combat, and was considered a very shooty army back in those days. 

Now here comes guard just a few months later with 3 hydras 2 manticores 3 vendettas and melta vets out the wazoo and sweeps a few GT's and people wonder how?  Really if that sister list used to be GT winning imagine what current guard builds would have done.

Now if we look at what a lot of armies can field now, we see lists with 20+ missels and 15+ melt guns and shrug as its just another "top" list.  Almost every competitive event you go to will feature multiples of these types of armies.  It's no shock to anyone anymore.

So, just as the meta game to be able to crush that sister list, and other lists that are on par with it, the meta game is changing to crush these types of gunline bulds.

How?  Well lets see what armies can mess these gunlines up without problem.

 Demons first off, The last time I lost to a mech guard player with demons was actually never, and not for a lack of playing them. 

Blood angels, they are like space wolves with fast and feel no pain.  But they don't get long fangs or wolf scouts!  You're right they get feel no pain and fast preds/razors, and scout bikes which did I mention are better wolf scouts?  Oh by the way I think I forgot to mention mephiston.

New dark angels, well by new I mean post faq dark angels.  Why?  Let's see what your 15 meltas and 20 missels do to my army of 2+ 3+ that can beat your face into the ground in combat, and have even more missels than you. 

And, last but not least, black templars, wait black who?  I've never even heard of those guys, what do they do?  Nothing other than army wide prefered enemy, 15 termies toting 6 tank hunting cyclone missles, machine spirit everywhere, and 75 point typhoons or assualt squads with all melta bombs.  Take your pick on that one.

So how would I rank army tiers now?  Well probably something like,
Tier 1 (in no praticular order withen each tier)- Demons, Dark angels, Black templars, Blood angels.

Demons overload you, and just fuck with the meta game so I wont go into them, Dark angels black templars and blood angels, do what guard and razorwolves wish they could.  Move, shoot, and fight well all at the same time.        

Tier 2
Guard, wolves, vanilla marines, chaos, eldar, orks, immo spam sisters. 

Still good armies, solid and reliable, just not the best anymore.  They've all had their time as number one and now its time to let others have a shot,

Tier 3
Everyone else, well tau might be tier 2. 

Not awful, good withen their own tier, played well most can compete against tier 2.  Just now good enough these days.  (Yes this includes dark eldar...)

I truely believe this recent faq coming out was the force that tipped the meta game change over the edge.  It was what was the final straw in making guard and wolves tier 2. Now I want to hear what you have to say, Discuss!

Tuesday, January 18, 2011

1st of my weekly battle reports demon vs guard 1850

I'm starting up a weekly battle report on my blog, since I seem to be missing a section for in game tactics, on a blog which encompasses all aspects of 40k.  So far my blog is mostly lists and such so I figured now is a good time to start expanding.

I tested the very slightly tweaked version of my daemons against my friends mech guard.  He's no scrub, and he has a good list, but he could use a little more practice to fine tune his game and take his game to the next level.

My list
HQ
Herald of tzeentch- chariot, bolt, master of sorcery 100
Herald of tzeentch- chariot, bolt, master of sorcery 100
Herald of tzeentch- chariot, bolt, master of sorcery 100

Elites
6 Fiends 180
6 Fiends 180
6 Fiends 180

Troops
7 Bloodletters- icon 137
7 Bloodletters- icon 137
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
'
Fast
6 Sceramers 96
6 Sceramers 96
6 Sceramers 96

Hist list (from memory)
HQ
CCS- 2 meltas flamer

Elites
10 man PBS squad
chimera

Troops
10 vets- 3 meltas
chimera
10 vets- 3 meltas
chimera
10 vets- 2 plasma 1 las cannon
chimera
10 vets- 2 plasma 1 las cannon
chimera

Fast
Vendetta
Vendetta
Vendetta

Heavy
Manticore
Manticore
3 Hydras

Very solid for 1850 I'd say.

Well we played one of the missions from SVDM since were both attending, and we rolled randomly to see which one we played.  We got the mission with spearhead deployment with th eprimary objective to hold table quarters.

We rolled off for first turn and I graciously gave it to him.  He deploved in layers in his deploymetn zone with the 4 troops chimeras in front the PBS and vendettas as a second row the hydras right behind them and the manticores in the very corner. 

His Turn 1
He pushed all his tanks forward and spread out a lot to make deep striking close a pain in my ass, and he popped smoke with everything.

My Turn 1
I asked the gods for 1 charriot 3 units of fiends and 3 units of bloodletters 1 with the icon, and fortune smiled upon me as a I rolled a 3 and got it.  The fiends all came up about 8-12 inches from his first row of chimeras and uses run rolls to get 3 models per unit in area terrain so they got a cover save.  1 Bloodletter squad mishapped and he placed them in the very far corner away from everyone.  Then the other 2 bloodletter squads (1 with the icon) came up about 8 inches away from 2 chimeras on the flank and ran to spread out,  The charriot came in way back took a shot at the side of a chimera and missed.

His Turn 2
He moved his chimeras up 6 to get some heavy flamer action going on.  His vendettas moved back a little and he left a charge lane open to the hydras if I rolled well.  He shot every thing he could at the fiends and knocked 2 squads down to three 1 down to two.  The flamers torched a bloodletter squad (wihtout the icon since the icon squad deep struck behind the not icon squad).  And the vendettas shot the charriot and did all of 2 wounds.

My Turn 2
I got 2 more bloodletter squads (1 with the other icon), both charriots, and only 1 screamer squad.  The screamers came in the back of his lines, rolling a hit on a risky scatter.  I wanted them there to erally put the pressure on the manticores.  The other bloodletter squads came off the icon.  The charriots showed up far back.  Shooting saw an immobilzed chimera (which the bloodletters are going to charge) and a wrecked chimera, whos vets failed their pinning ttest.  In assault my squad of 3 fiends got to the hydras who moved 6, and wrecked 2 of them and shook the other.  My other squad of 3 multi charged a 2 chimeras and immobilized one of them.  The squad of 2 charged the PBS chimera and wrecked it.  And the bloodletters charged a vet chimera and exploded it.

A very good turn for me.

His Turn 3
He was running out of units and I was gaining them.  This was not good.  He shuffled around, but nothing signifigant happened as far as movement.  His shooting killed all fo 3 fiends so now my squads are looking like 1,2,2.  And vets rapid firing took care of a bloodletter squad, however there were now 2 more ready to charge.  He also managed to kill all but one of the screamers.  He also charged his PBS into a squad of 2 fiends and lost combat and ran away... I dont know what that was about

My Turn 3
The remaining bloodletter squad came in and added more pressure to the side my fiends were on since their numbers are dwindling.  My other screamer squad came off the icon ready to assault the vendettas.  I moved aorund shooting up the last hydra and shaking a vendetta.  In combat my bloodletters killed a vet squad and a chimera, 3 fiends charged teh previously pinned vet squad and killed them, however I lost a fiend in teh assualt.  My other squad of 2 fiends charged a manticore and stunned it.  The loan screamer charges a vendetta and misses.

The guard are running out of options, the have all of 1 chimera 3 vendettas (1 is shaken), the CCS, 1 vet squad, and 2 manticores of which one is stunned left.  The demons have lost effectively 3 squads of bloodletters (1 mishapped and is in the corner) 12 fiends and 5 screamers.  I've lost about 700 points while he has 800 left, most of which cant really contribute.

His turn 4
He kills the squad of 2 fiends that are messing with the manticores with his CCS in a last ditch effort, the vendettas kill 2 screamers.  His vets try to kill the last 2 fiends but fail and only do 1 wound.  His manticore tha can fire kills another screamer and half of his vet squad on a bad 8 inch scatter.

My Turn 4
The screamers and bloodletters multicharge the 3 vendettas exploding all 3 of them.  The 2 remaining fiends make short work of the last vet squad.  The 3 charriots shoot a mantiore wrecking it, and then fire a total of 12 S5-8 AP3-1 schots into the command squad  and despite cover they manage to kill them.  The loan screamer charges a manticore and immobilizes it.

It looks grim for guard, he has precisely 320 points left, to my 900 or so.  At this point he concedes.

This was a good playtest for my army.  It confirmed my beliefs that there are just too many threats for mech guard to deal with.

I'll try to get pictures for future reports, or at least for tournaments.

Sunday, January 16, 2011

Dark Angels competitive... What!?

So GW decided to releasse a new faq which actually did something besides nerf the tyranid book :'(.  They made dark angels (and black templars) competitive!  So here's my take on  properly built dark angel army.

HQ
Belial- TH SS 130

Troops
5 Deathwing- 4 TH SS 1 chainfist stormbolter cyclone missle 240
5 Deathwing- 4 TH SS 1 chainfist stormbolter cyclone missle 240
5 Deathwing- 5 TH SS 1 cyclone missle 235
5 Deathwing- 5 TH SS 1 cyclone missle 235
5 Deathwing- 5 TH SS 1 cyclone missle 235
5 Deathwing- 5 TH SS 1 cyclone missle 235

Fast
2 Land speeders- typhoon missles multi meltas 150
2 Land speeders- typhoon missles multi meltas 150
2 Land speeders- typhoon missles multi meltas 150

2000 exactly.  For 1850 delete 1 land speeder squad.  It pumps out an ass load (thats a scientific number) of missle launcer shots a turn.  24 specificlly, but who's counting?   6 multi meltas to help deal with the occasional land raider.  And 31 TH SS terminaters that walk up and beat your face into the ground.  '

Did I mention every single model is a threat?  Much like my current demon list which you can find a few posts down there are no wasted points.  Every single point spent contributes to the game.  Not like when you have a 5 man tactical squad with a melta where the other 4 guys are bullet catchers, or a vet squad with 3 meltas and 7 guys are bullet catchers.  I find that armies that spend all their points on stuff that actualy does things are at a severe advantage to those who waste them like guard or marines.  When I play my demons I often find myself having tabled the enemy by turn 4 with a few units in reserve and others having never seen combat.  Hopefully the same will be true here.

Thursday, January 13, 2011

2k Space Marines with not vulkan!

Here's what I'm thinking.

HQ
Pedro Kantor 175
Libby- null zone avenger 100

Elites
5 Terminaters- TH SS 200
Land Raiders- Multi Melta extra armor 275
5 Sternguard- 2 las cannons 155
rhino 35

Troops
10 marines- melta missle power fist 200
rhino 35
10 marines- melta missle power fist  200
rhino 35

Fast
4 Scout bikes- power fist 115
4 Scout bikes- power fist 115

Heavy
Predator- AC LC 120
Predator- AC LC 120
Predator- AC LC 120

10 las cannons, 3 meltas, 5 power fists, and some alpha striking scout biker goodness.

2000 on the button.  Hit me up.

Saturday, January 8, 2011

2k competitive nids idea

So after taking a long hard look at the tyranid book I looked at some of the strengths it had.  And that is is can spam strength 6 shooting like crazy.  It's got a simillar playstyle to ond tyranid book,but perhaps now it can do it better, with never ending gaunts screens and hive guard.  Anyways here's the list idea

HQ
Tyrant- 2 twin linked devourers 200
1 Tyrant Guard 60

Elites
3 Hive Guard 150
3 Hive Guard 150
3 Hive Guard 150

Troops
10 Gaunts 50
10 Gaunts 50
Tervigon- adrenals, toxin sacs, catalyst 195
Tervigon- adrenals, toxin sacs, catalyst 195
5 Genestealers 70
5 Genestealers 70

Fast
15 Gargoyles 90

Heavy
Carnifex- 2 twin linked devourers 190
Carnifex- 2 twin linked devourers 190
Carnifex- 2 twin linked devourers 190

2000 exactly
48 twin linked S 6 shots a turn, 18 S 8 shots a turn, gargoyles and hive guard can give the mosters a cover save.  Stealers outflank and cause backfield havoc.  And tervigons and gaunts create gaunts screens/harassment.  Seems very solid to me.  What do you think?

Wednesday, January 5, 2011

Making Chaos Competitive

One of the things I really enjoy doing is taking "bad" or at least what the internest considers bad armies, and making them competitive.  Chaos is an army I've always had a nerd crush on, but never really got around to doing, but here's how I would do it.

Well actually first let me say what I think every competitive army needs.  Psychic defense, target saturation, the ability to kill approximately 15 rhino chassis in a game, the ability to kill 3 land raiders without just dying to its contents, the ability to kill 180 orks over the course of a game, the ability to kill deathstars, either enough long range firepower to neuter half the enemy army in a turn, enough fire power to supress the enemy until you get there, or just straight up the ability to get there.  Now you don't have to fufill all of these at once, but most throughout all your games is necessary.

Let's see what chaos marines have to offer as far as our little checklist goes.  Psychic defence?  Nope none of that, moving on... target saturation, well we can spam rhinos!  Rhino killing power, yeah we got that, Land raider killing power, we got that too, horde killing power, were actually good at something!  Killing deathstars?  Ehh kind of you need to play well to pull it off.  Long range fire power like guard?  LOL.  Supressing firepower, well yes we can have that, but it makes it slightly harder to spam rhinos.  The ability to get there?  Well hopefully...

So obviously not the best army, but it kind of has the basics down.

Let's see what we can so with that.

HQ
Sorcerer- lash 125

Elites
5 Chosen- 3 meltas 2 flamers 130
rhino- combi melta 40
5 Chosen- 3 meltas 2 flamers 130
rhino- combi melta 40
5 Chosen- 3 meltas 2 flamers 130
rhino- combi melta 40

Troops
8 Berzerkers- champion powerfist 208
Rhino 35
8 Berzerkers- champion powerfist 208
Rhino 35
5 Plauge marines- 2 meltas 135
Rhino- combi melta 40
5 Plauge marines- 2 meltas 135
Rhino- combi melta 40

Heavy
5 Havocs- 4 plasmas 135
Rhino- combi melta 40
5 Havocs- 4 plasmas 135
Rhino- combi melta 40
5 Havocs- 4 plasmas 135
Rhino- combi melta 40

1996

So there you have it.

10 Rhinos, 13 meltas, 8 combi meltas, 6 flamers, 12 plasmas, and 57 infantry (26 of which score)  Only dows side is it is 21 kill points, but whatever.  What do you guys think?

Tuesday, January 4, 2011

St. Valentines day is coming up

St. Valentines day is coming up in February, and it's a 60ish person GT that brings out a lot of the competitive east coast players.  It's an 1850 pointer, so I'm thinking that I'll just take my 2k nova invitational list and tweak it down.

What I'm thinking

HQ
Herald of tzeentch- chariot, bolt, master of sorcery 100
Herald of tzeentch- chariot, bolt, master of sorcery 100
Herald of tzeentch- chariot, bolt, master of sorcery 100

Elites
6 Fiends 180
6 Fiends 180
6 Fiends 180

Troops
8 Bloodletters 128
8 Bloodletters 128
8 Bloodletters 128
8 Bloodletters 128
8 Bloodletters 128
8 Bloodletters 128

Fast
5 Screamers 80
5 Screamers 80
5 Screamers 80

1848.  The 2k list adds a herald of tzeentch like the others and 3 screamers.

So what do you guys think?

Past accomplishments and reasons you should listen to me!

Well what better way to start off my new blog other then some bragging?

Anyway, here's what I got.

The Necronomicon, a big GT in Florida in which I got second overall with tyranids (4th ed book).  Later that year I played at Mechanicon which is another GT in Pennsylvania.  I managed to pull second best general with the exact same list that I used at the Necro. 

To start off 2010 I went to the St. Valentines Day Masacre, which is another GT held in Pennsylvania, and with the new 5th ed tyranid codex got third best general.  After coming to the realization that tyranids are a second tier army I wandered over to demons (I know the epitomy of competiive) and brought them to the Nova open.  I did not do as well as I would have liked, going 3-1 day one, barely making day 2.  And, on day 2 I lost the first round, however I still managed to pull 8th.  That was the worst showing I've ever had at a GT. 

Shortly after I took the demons for another spin at Battle for Salvation, a GT in New York.  It was run simillarly to how Nova will be run this year, in that the top 24 from day 1 were placed into three brackets. each consisting of eight players.  Having also gone 3-1 day one again, I was placed in the silver bracket, and won all of silver.  So in a way earning me second place. 

Also this year I revisited mechanicon and won best general.  All because I forgot my display board and to turn in my quiz (which was a free 10 points).  I lost 1st overall by 4 points, so I was kind of mad at myself but eh, I did get invited to the Nova invitational which is sweet.

So there you have it.  Hopefully this coming year will be even better!