Sunday, July 31, 2011

Catching up and nova talk with Hulksmash

So I've been pretty busy lately. I started seeing someone new so I've been very busy with that. I've also been studying (albeit not too much) for the SAT's so I haven't had too much time for gaming. I went to a baloon festival with my new lady friend yesterday and got home rather late, but I still managed to check the interwebs for the latest and greatest about warhammer. Apparently Hulksmash had PM'd me about what he's bringing to the open. We're both in agreement to bring our nastiest list for the invitational, but we're both at a loss for the open.

After some collaboration we're basically in agreement that we'll both bring nids, if we both agree to bring nids haha. If not he'll just bring his undefeated wolves, and I'll bring my next to undefeated grey knights and just win or somethig lame like that.

So based on the principle f I don't want to have to paint more gaunts and these are the models I have on hand here's what I'm thinking for the open with nids.

HQ
Swarmlord 280
Guard- lash whips 65

Elites
3 Hive Guard 150
3 Hive Guard 150
5 Ymgarls 115

Troops
Tervigon- adrenals, toxin sacs, catalyst, clusters 195
Tervigon- adrenals, toxin sacs, catalyst, clusters 195
10 gaunts 50
10 gaunts 50
5 genestealers 70
5 genestealers 70

Heavy
Trygon 200
Trygon 200
Trygon- Adrenal Glands 210

It's going back to all my favorite things about the new tyranid book, and it's slightly less spammy. I think what i'm going to miss the most is not haaving 4 tervigons. On the bright side, I have less of an auto loss to jaws and mephiston. But dark eldar and guard got a lot harder.

What do yout think?

Wednesday, July 27, 2011

Stelek wants a challenge

Stelek made a shoutout for a whiskey challenge match at Nova.

http://yesthetruthhurts.com/2011/07/i-need-a-volunteer-for-an-ass-kicking-contest/

I first called him out with grey knights, but now I'd really like to show him up with some demons. Hopefully he'll accept my challenge. We'll see ;)

Monday, July 25, 2011

I like free armies

So looking into ard boyz, I see the oppurtunity for a free army. Now, I want the best shot I can give myself without buying a ton of crap and feeding into the system.

So here's what I'm looking at

Grey Knights 2500

HQ
Coteaz 100

Elites
10 Purifiers- 2 psy cannons, 2 incineraters, 2 hammers 270
Rhino- dozers 45

10 Purifiers- 2 psy cannons, 2 incineraters, 2 hammers 270
Rhino- dozers 45

10 Purifiers- 2 psy cannons, 2 incineraters, 2 hammers 270
Rhino- dozers 45

Troops
5 Strikes- psy cannon, demon hammer 120
Razorback- psy bolts, dozer blades 55

5 Strikes- psy cannon, demon hammer 120
Razorback- psy bolts, dozer blades 55

5 Strikes- psy cannon, demon hammer 120
Razorback- psy bolts, dozer blades 55

5 Strikes- psy cannon, demon hammer 120
Razorback- psy bolts, dozer blades 55

5 Strikes- psy cannon, demon hammer 120
Razorback- psy bolts, dozer blades 55

5 Strikes- psy cannon, demon hammer 120
Razorback- psy bolts, dozer blades 55

Heavy
Dreadnaught- 2 twin linked auto cannons, psy bolts 135
Dreadnaught- 2 twin linked auto cannons, psy bolts 135
Dreadnaught- 2 twin linked auto cannons, psy bolts 135

Well even without testing, I'm sure it'll work, and I don't think I actually have to buy anything. Maybe one more box of grey knights?

Thoughts?

Wednesday, July 20, 2011

Tyranids are retuning! To nova?

I'm acutally really tempted to bring my tyranids to Nova open just to see how it goes. The liklyhood of me winning the open with grey knights is actually there, especially since the army is started to look really good, but I'm not sure if it's worth it. I'm hving a lot of fun with my tyranids now, and I think I'm actually better with them now then I was. I want to try to get some test games in against guard, wolves, grey knights, blood angels and dark eldar and if they can hold their own against that I should feel good.

I played this 1500 point list yesterday against a friends eldar, and won handily, but only because it ended turn 5 and he misdeployed.

2 Tervigons- adrenals, toxin sacs, cluster spines, catalyst 195 ea.
2 units of 10 gaunts 50 ea.
2 units of 3 hive guard 150 ea.
2 trygons 200 ea.
5 ymgarl stealers 115

It worked farily well and I completely forgot to roll for my ymgarls all game and still managed to win so that made me feel good.

If I brought nids to the open it would be something like 4 Tervigons, 3 Trygons, 20 gaunts, 6 hive guard, 8 ymgarls. I think that's just under 2k.

What do you think?

Saturday, July 16, 2011

Tyranids! Om nom nom

Just some thoughts i've been having. There isn't much left for me to explore with tyranids and I think this could hold its weight. Albeit it's rather boring, but it does have the horde feel at least.

HQ
Tervigon- Adrenals, toxins, catalyst, crushing claws 220
Tervigon- Adrenals, toxins, catalyst, crushing claws 220

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

Troops
Tervigon- Adrenals, toxins, catalyst, crushing claws 220
Tervigon- Adrenals, toxins, catalyst, crushing claws 220
Tervigon- Adrenals, toxins, catalyst, crushing claws 220
20 gaunts 100
20 gaunts 100
20 gaunts 100

Fast
20 gargoyles- adrenal glands 150

Just be terrified of Jaws and mephiston. After that not much else can stop this. If only jaws and mephiston didn't find their ways into most BS and SW builds.

Thoughts?

Friday, July 15, 2011

Man life sucks!

Life just always seems to get in the way of wargaming lol. Sorry I haven't been blogging much, but life has been pretty busy. What would guys like my next post to be about? More optimized lists, game theory (what specifically), meta game changes, I'm all ears!

Friday, July 8, 2011

Stepping up your play testing

Today my friend Rich and I wanted to get a good solid day of wargaming in. We played 2 games my grey knights against his tau. (yes tau, they are actually the only army with a winning record against me. when played properly they are absurd). The first was a game where he went first, but I still managed to win. The second was a game where I went first and managed to lose, oddly enough. Either way we had time to play another game but neither of us really wanted to play another grey knights vs tau match and I didn't bring my other armied with me. In the end he asked me to proxy up some dark eldar and play as them to give his tau a real test.

What I learned from dabbling into the darkness was all of the weaknesses and thought processes of the dark eldar player. Since I'm always on the receiving end of the army, I always see them from my perspective, which is this scary 12+ tank meeace with 25+ lances and 108 poison shots. Now that I've played as them I understand how hard it is to deal with an army that can shoot back, much like my grey knights can. How a couple bad rolls for damage, or some good rolls for cover could spell the end of the game. Despite its spammy nature, it's actually a much more luck dependent army that I originally thought.

The point is I know demons, tyranids, and now grey knights like the back of my hand. Against an opponent playing one of those armies I have a sever advantage due to my experience. So what I'm saying is maybe instead of play testing how your army works against certain armies, try plaaying those armies and see what they have to worry about and thought processes you have as your opponent.

I for one can tell you, against willing opponents I will be proxying some of the natiest lists I can think of to try and further my skills as a general

Italy ETC lists

PLAYER 2: Marco "Rainulf" Elitropi
ARMY DESCRIPTION : Grey Knights

HQ1: Ordo Malleus Inquisitor (25) upgrade to a Psyker with Psychic Communion (30) 3 Servo Skulls (3*3) Power Armour (8) Bolt Pistol and Force Sword (0) [72]
HQ2: Ordo Malleus Inquisitor (25) upgrade to a Psyker with Psychic Communion (30) 2 Servo Skulls (3*2) Power Armour (8) Bolt Pistol and Force Sword (0) [69]
Elite1: 3 Warrior Acolyte (4*3) 3 Meltagun (10*3) riding in Transport1 [42]
Elite2: 3 Warrior Acolyte (4*3) 3 Meltagun (10*3) riding in Transport2 [42]
Troop1: Grey Knight Strike Squad (100) Psycannon (10) Nemesis Daemon Hammer (10) riding in Transport3 [120]
Troop2: Grey Knight Strike Squad (100) Psycannon (10) Nemesis Daemon Hammer (10) riding in Transport4 [120]
Troop3: Grey Knight Strike Squad (100) Psycannon (10) Nemesis Daemon Hammer (10) riding in Transport5 [120]
Troop4: Grey Knight Strike Squad (100) Psycannon (10) Nemesis Daemon Hammer (10) riding in Transport6 [120]
Troop5: Grey Knight Strike Squad (100) Psycannon (10) Nemesis Daemon Hammer (10) riding in Transport7 [120]
Troop6: Grey Knight Strike Squad (100) Psycannon (10) Nemesis Daemon Hammer (10) riding in Transport8 [120]
HS1: Dreadnought (115) Twin-linked Autocannon (10) Twin-linked Autocannon (5) Psybolt Ammunition (5) [135]
HS2: Dreadnought (115) Twin-linked Autocannon (10) Twin-linked Autocannon (5) Psybolt Ammunition (5) [135]
HS3: Dreadnought (115) Twin-linked Autocannon (10) Twin-linked Autocannon (5) Psybolt Ammunition (5) [135]
Transport1: Razorback (45) Twin-linked Heavy Bolter (0) Psybolt Ammunition (5) Elite1 [50]
Transport2: Razorback (45) Twin-linked Heavy Bolter (0) Psybolt Ammunition (5) Elite2 [50]
Transport3: Razorback (45) Twin-linked Heavy Bolter (0) Psybolt Ammunition (5) Troop1 [50]
Transport4: Razorback (45) Twin-linked Heavy Bolter (0) Psybolt Ammunition (5) Troop2 [50]
Transport5: Razorback (45) Twin-linked Heavy Bolter (0) Psybolt Ammunition (5) Troop3 [50]
Transport6: Razorback (45) Twin-linked Heavy Bolter (0) Psybolt Ammunition (5) Troop4 [50]
Transport7: Razorback (45) Twin-linked Heavy Bolter (0) Psybolt Ammunition (5) Troop5 [50]
Transport8: Razorback (45) Twin-linked Heavy Bolter (0) Psybolt Ammunition (5) Troop6 [50]

Total [1750]

Kind of annoying to read, but get over it. It's got 8 razorbacks, that's pretty awesome. Some psychic communion which is nifty, and 6 strike squads which lay down quite a bit of fire power and close combat capability. I do think this army will struggle with land raiders and hordes which is why I don't reccomend it for normal play, but it does work for ETC where you can sort of pick your match up.

HQ1 : Emperor's Champion (90) Accept any Challenge (50) [140]
HQ2 :Marshal (80), Auspex (2) Terminator Armour (25) [107]
HQ3 :Command Swd. Brth. Terminator Squad (retinue of the marshal) (160) 2 Cyclone Missile Ln. (25*2) 1 Chainfist (5) Tank Hunter Skill ( 3*5 ) Storm Bolter(5x) Power Fist (3x) [230]
Elite 1 : Swd. Brth. Terminator Squad (200) 2 Cyclone Missile Ln. (25*2) 1 Chainfist (5) Tank Hunter Skill ( 3*5 ) Storm Bolter(5x) Power Fist (4x) [270]
Troop1 : Crusader Squad (80) Lascannon (15) Pistol & CCW (4x)[95]
Troop2 : Crusader Squad (80) Lascannon (15) Pistol & CCW (4x)[95]
Troop3 : Crusader Squad (80) 1 additional initiate (16) Meltagun (10) Pistol & CCW (4x) Power Fist (15) 3 Neophytes (10*3 ) Bolt Pistol & CCW (3x) in Transport1 [151]
FA 1: 3 Land Speeder (50*3) heavy bolter (free) 3 typhoon missile launcher (20*3) [210]
FA 2: 3 Land Speeder (50*3) heavy bolter (free) 3 typhoon missile launcher (20*3) [210]
FA 3: 3 Land Speeder (50*3) heavy bolter (free) 3 typhoon missile launcher (20*3) [210]
Transport1 : 1 Drop Pod (30) Troop3 [30]

Total [1748]

This is pretty eh. I like it up unntil we get to the 630 points in speeders. They just aren't survivable to take like that, especially if they are your only tanks. Interesting nonetheless.

HQ1: Librarian (100) bolt pistol and force sword (0) unleash rage & shield of Sanguinius [100]
Elite1: Terminator Assault Squad (200): 2 pairs of lightning claws (0) 3 thunder hammers and storm shields (5*3) in Transport1 [215]
Elite2: Terminator Assault Squad (200): 2 pairs of lightning claws (0) 3 thunder hammers and storm shields (5*3) in Transport2 [215]
Elite3: 2 Sanguinary Priests (50*2) bolt pistols & chianswords (0) [100]
Troop1: Assault Squad (100) 5 Additional Assault Marines (18*5) 2 melta guns (10*2) power fist (25) [235]
Troop2: Assault Squad (100) 5 Additional Assault Marines (18*5) 2 melta guns (10*2) power fist (25) [235]
Troop3: Assault Squad (100), lose jump packs (-35 for Transport3)(0) in Transport3 [100]
Transport1: Land Raider Redeemer (240) extra armour (15) multimelta (10) Elite1[265]
Transport2: Land Raider Redeemer (240) extra armour (15) multimelta (10) Elite2[265]
Transport3: Razorback(20) twin linked heavy flamer (0) Troop3 [20]

Total [1750]

Now I can get behind this, some furious charging feel no paining termies rushing full speed at you, with actual support from the rest of the army. I'm a fan.

That's really all I saw that was note worthy from Italy. What do you think?

Thursday, July 7, 2011

ETC lists

http://warhammer.org.uk/phpBB/viewforum.php?f=19&sid=215fd89efd43235b79e6bd0521b6cc98

M friend Vinny emailed me this link to all the different ETC lists for 2011. I think it's pretty interesting, but it's a ton of lists to go through. I'm going to go through them and pick out anything that I think is worth noting and really disect it.

Feel free to go through them yourselves and ask me to go through any lists you request.

The Grim GT Round 3

Round 3 I gound myself paired up against Sam. He's a great player and really knows his army. He also didn't bring a cookie cutter space wolves list so props to him.

His list was,

Njal
Wolf Priest
3 wolf guards- combi meltas power fists, Arjac
2 units of 9 grey hunters in rhinos with meltas MoW and banners
1 unit of 8 grey hunters in rhinos with a melta MoW and a banner
1 unit of 10 grey hunters in a land raider crusader with 2 meltas MoW and a banner
2 units of maxed out missile long fangs

So 40 angry space wolves in rhinos and a land raider. An awesome psyker a guy who throws a hammer and some missiles. Sounds fun!

The mission was spearhead table quaters I believe. 

This was my deployment.


This was his deployment.  He was hoping his and raider would save his rhinos.


My Turn 1
I moved up and started shooting.  4 psy cannon shots into his crsader and I immobilized it!  Then a bunch of auto cannons later and 2 of the rhinos exploded despite cover.  Some hesvy bolters went flying at the long fangs in back and killed a couple also.  Gret first turn!


His poor army!


His Turn 1
He started moving up.  He got one squad into the ruins in the top left for cover.  Then he disembarked the squad from the land raider and ran it at me.  He had to move one unit of long fangs to get into LOS.


Arjac and friends got scarily close to my lines.

My Turn 2
I advanced up some more.  I also got a purifier squad out to try to slow down Arjac and friends after I shot the crap out of them.  I blew up the last rhino.  Then shot Arjac's squad down to him, the wolf priest, and 3 dudes.  I also managed to cause a couple casualties on the squad advancing to the other side.

In combat Arjac and his buddies took a wound or 2.  Most noeable I demon hammered the wolf priest.   But, then Arjac ate my squad for breakfast.

His Turn 2
He pushed up with some grey hunters.  And played very aggresively with Arjac and his buddies.  He threw a hunder hammer at a razorback and exploded it.  Then he multicharged its contents and a chimera.  His unit took a few more casualties this time and we stayed in combat.



My Turn 3

I moved around and spread out with my vehicles. I also got another strike and purifier squad out to deal with Arjac for good. I shot up the squad advancing on my right, just down to a fuy or 2.

His Turn 3

Njal and his biddies got into a rhino and ran it straight at me and popped smoke. His shooting was barely effective at this points since I've been picking at the long fangs all game.

My Turn 4
Here's where got sneaky. I moved a strike squad and a purifier squad to within an inch of his rhino that got way too close. I was hoping to wreck or explode it in order to charge its contents, but instead with all my shooting I just shook it a lot and immobilized it.

I also peppered away his few remaining stragglers from his grey hunters. All he has left is Njal's squad in the rhino which I'm dealing with and like 5 others hiding out in some ruins.

I then charged in with my strikes and purifiers completely surrounding the rhino. Now look at it this way I'm auto hitting with 20 S5 attacks and 6 S10 hammer attacks. And, The regular guys explode it! So he can disembark, which he couldn't have if I just wrecked it. But, since a rhino is only 2.75 inches wide and 4 inches long he could only fit 1 line of 3 guys in the crater while being an inch away.


His Turn 4
Well now Sam knows the end is here, Njal and his squad charge in and... I force weapon Njal and cut open his other few guys.

My Turn 4
I'm just cleaning up now I charge into the grey hunters in the builing and wipe that squad of 5. And I just start blowing up long fangs ad getting objectives.

I don't remember the end result since it was more than 2 weeks ago now, but I won this game pretty handily. By the end of it all he had left was his raider.

Nonetheless is was a good game and Sam was a very fun opponent who made the game chalenging. A couple lucky rolls turn 1 made the game.

Wednesday, July 6, 2011

Replies to the grey knight list

Killswitch- The random dozers are actually fairly important. In a lot of my games I could fit most of my transports without being in terrain, however 1 or 2 would have to be in it, thus having those 2 tanks with dozers actually allows me to effecitively ignore that little hastle.

The strike squads make this list. The power of this list comes from it's redundancy of units capable of fighting in close combat, and from its fire power. I've tried henchmen instead of 2 of the strike squads, I either lose combat power or fire power. This army thrives on its duality, taking specialized squads goes agaisnt that. Purifiers should not be in razorbacks, believe me. I've trued it and it's just more effective to shoot out the hatch with psy cannons.

Black Blow Fly- I've also tried 10 man purifiers. I like keeping them in rhinos and giving them 2 psy cannons (to shoot out the hatch) and 2 incineraters for when the going gets tough.

One thing I'm considering is dropping the dozers and coteaz to get 2 ordo xenos inquistors with rad and psychotrok greandes. That way I can give 2 units ld 10 stubborn, and have some nasty grenades to push me over the edge in combat. I just miss the re roll to seize, the hammer, and sactuary.

Grey knight invitational list

If I were to bring grey knights to the nova invitational here's how I would do it.

HQ
Coteaz 100

Elites
5 Purifiers- 2 psy cannons, demon hammer 145
Rhino- dozer blades 45

5 Purifiers- 2 psy cannons, demon hammer 145
Rhino 40

5 Purifiers- 2 psy cannons, demon hammer 145
Rhino 40

Troops
5 Strikes- psy cannon, demon hammer 120
razorback- psy bolts, dozer blades 55

5 Strikes- psy cannon, demon hammer 120
razorback- psy bolts 50

5 Strikes- psy cannon, demon hammer 120
razorback- psy bolts 50

5 Strikes- psy cannon, demon hammer 120
razorback- psy bolts 50

Heavy
Dreadnaught- 2 Twin linked auto cannnon, psy bolts 135

Dreadnaught- 2 Twin linked auto cannnon, psy bolts 135

Dreadnaught- 2 Twin linked auto cannnon, psy bolts 135

1750. No spammy henchmen. It's fluffy and effective!

Tuesday, July 5, 2011

Giving paladins a chance! Draigowing

Maybe there is a place for this unit in a competive setting.

HQ
Draigo 275
Grandmaster- incinerater, 3 servo skulls, rad grenades, psychotrok grenades 225

Troops
5 Paladins- 335
1 psy cannon demon hammer
1 psy cannon sword
1 storm bolter sword
1 storm bolter demon hammer
1 storm bolter staff

5 Paladins- 335
1 psy cannon demon hammer
1 psy cannon sword
1 storm bolter sword
1 storm bolter demon hammer
1 storm bolter staff

5 Paladins- 335
1 psy cannon demon hammer
1 psy cannon sword
1 storm bolter sword
1 storm bolter demon hammer
1 storm bolter staff

5 Paladins- 335
1 psy cannon demon hammer
1 psy cannon sword
1 storm bolter sword
1 storm bolter demon hammer
1 storm bolter staff

Fast
5 Intercepters- incinerater, demon hammer 160

So at a first glance the army looks pretty awful now doesn't it? Let me explain a couple of things first. I have 2 psychic communions meaning if I feel like deep striking my whole army I can do so very reliably. The skulls probably wont ever matter but if they do it would be cool. The intercepters can get scout in order to outflank and get to all of those hard to reach places. They can also use it to alpha strike a S10 hammer right to your front door if I really want.

The army is basically immune to small arms fire, and it pumps out 32 psy cannon shots every turn regardless of moving. I can give every squad counter attack if I wanted, ir I could even give every squad scout if I really felt the need to walk quickly at the enemy. It all depends really, but the army is the ultimate tool box. It can do whatever it needs to and gives up almost no kill points. I'd like to try it out soon.

Thoughts?

Friday, July 1, 2011

Replies to the demon list

Since I can't comment, but I can create new topics for whatever reason here are my responces to your comments in the deomn thread.

Old School Terminater-  I've played around with skarbrand, but I have to say he is way too easy to kill with that price tag.  Maybe at ard boyz I'd include him and fateweaver, but I' probably not bringing him too ard boyz.  Sure, I'll kick more ass in combat, but not if he's dead and then I get shot to bits.  The thing with my list is that las cannons and such have tnothing to shoot at.  The only way to kill fateweaver is torrent of fire power, the only way to kill everything else is torrent of fire power, skarbrand gives those non torrent weapons a target.  Those 20 missils, or 30 dark lances now have something to shoot at as soon as  I put skarbrand in.

Andrew-  Yeah it's no wonder you're finding grey knights tough at 1750.  I am too, but I've actually chosen the opposite approach and cut all of my hencemen lol. 

Fatey doesn't need to hang around the fast elements after the first turn.  Really he's just there to make sure I get into combat.  If he gets shot the first turn and dies, or if he just can't keep up once I charge accross the field I don't mind because once I'm in combat I've won the game.

Heralds are just too unreliable for me, and they just aren't worth the points.

Benjamin- I don't mind if the fiends explode out of fateweavers range, because that means they lived long enough to explode out.  As far as grinders over fiends, I guess to each his own.  My mechanicon winning list ran 3 grinders and no seekers, but after trying the seekers I've found them to be my second wind.  They're really vital to my success.  It's like haveing another unit of fiends but gets better multi charges and grenades.

Crushers are still a great unit, but I just don't see them fairing well at the invitational.  Good players know how to beat crushers in both combat and mobility.  They also wont be distracted to shoot them since they are so slow and can only kill so much at once, and will much rather shoot the fiends.  My fiends typically kill 1000 points of the enemy, my crushers would be lucky to kill 600 back when I ran 2 units of 6 of them.  Skulltaker is really nice though I have to agree.