So Allies for Inquisition....
Let's have a quick review of our favourites:
1) Codex: IG
2) Codex: BA
3) Codex: SM
4) Codex: GK
Some quick thoughts....
1) IG....
Ideal fit for Ordo Xenos:
The first thing that springs to mind is the Blob Squad, fill it with power axes on the Sgts. Don't bother tagging in a Commissar, you can get a Stubborn Ld10 character without sacrificing PW attacks for a reroll...and this for around half the points....add Hammerhand and Rad Grenades done....
Karamazov....this match up was made for this guy, few tag teams offer sacrificial units like IG....infiltrate a small squad with a PW let it get charged, survive one turn and then Nuke it in your turn....."send in the next wave" would be a perfect match up for this meanie....
Ordo Hereticus and Xenos could make an evil death star with Straken in their midst....Null Rod, HH, Plas Syphon and Rads and pile into the LR, perhaps throw in Nork too for kicks....charge.....think about this with HH Straken becomes lots of attacks at Str8 (everyone else Str5) on the charge against -1T anything, with a Force weapon that can instant gibb pretty much anything and an AP3 Null rod for instant gibbing Psykers, GK etc etc....a fair few ablative wounds in the group too, perhaps issue a challenge with Straken, he'll still get the bonuses.....that's not a nice thought to be honest.....carry the Liber Heresius and cause a fear test before you've even started......it's going to cause problems....
Ordo Malleus...Terminator armour, Psycannon, DH, Warlord done
2) BA....
Wow...er Xenos for HH Rad combo...Servo Skulls...win...so many options, I can't remember if an Inquisitor could join up with a DC squad....if he could....
....for kicks how about Joining Mephiston with a couple of Sang Priests in a mini deathstar, I'm sure even Meph would like some assistance from time to time.....HH Rad grenades, Plas Syphon....anyone? As far as I'm aware Meph is a unit on his own that can be joined by ICs btw...
3) Codex: SM
But specifically FW Red Hunters.....lets take a look and remind ourselves....
Adamantium Will
Mneumonic Redaction Protocols
By this Seal, Battle Brothers with GK as long as an Inq is alive
Once per game, the same number of units (incl. Dreds) as whichever turn it is can all auto get one of the following rules:
• Counter-attack
• Monster Hunter
• Tank Hunters
• Hatred
• Skyfire
• Interceptor
For me any of the three highlighted are particularly good, Red Hunters Devastators are really versatile, as are Dreds....
But do they specifically benefit from having an Inq around? Well if you want GK Librarian blessings its a start....
An Inquisitor is a cheap way of teaming up with GK and getting HQs out there, but it's also a great way of laying down some serious Prescience with cheap Psykers available to give as many units as possible rerolls to hit.....this seems incredibly powerful....now in turn three or four shoot with any of these skills and shits going down.....
Now imagine carrying a Liber Heresius......Split Fire comes into it's own.....That's a lot of rerolling fire support/ anti-air....but when the protocols kick in something is going to die...
Codex GK:
The ONLY way to get any of the Elite Assassin clades......that's enough for me
Want to fight a Daemonic incursion....don't leave home without your Grimlore of True Names.....that's going to hurt something nasty a lot....
...I think the best thing here is the extra power an Inquisitor can bring to GK in linking in other allies which full fill deficiencies, light tanks in particular Predators, Vindicators, Whirlwinds etc borrowed from the Red Hunters.....
I'm sure there's millions more, opportunities provided from the Liber Heresius seem the most exciting as there are so many combo's.....
Friday, 29 November 2013
Coalition of the Winning
OK so whilst I have much maligned the new GW digital Codex: Inquisition it is full of a whole heap of new combinations, most are bound to get retcon'd out of existence due to unsettling the balance of things
Edit: hmmm....perhaps we've always known that GW FAQers are more Amalathian than the Monodominant traits their legal team gets accused of being :)

Anyway on with the show.....Now ignoring the massive change in the meta game of allowing a third Codex to be in your army lets look at it in more detail.....
The second biggest single change in this new codex is that the Inquisition can buddy up with any other Imperial Army, that means that as well as all those groovy psychic powers (Prescience, Hammerhand, Psychic Communion) that now come into play, all their equipment can benefit allies too, so Servo Skulls, Rad Grenades, Psychout Grenades, Null Rod are free to be spread around too.
On top of that it delivers new special rules in Warlord traits and relics which offer awesome combination potential.....
(This said I still maintain it's not worth the £15.99 GW are charging for the android version but hey)
So how might these changes be best made use of:
Psychic Powers:
Now in the past I complained about the nerf to furious charge and the bitter pill the BA players had to swallow, however add Hammer Hand to the unit, now BA assault troops are now Str6 on the charge, couple this with Rad grenades and you're dealing instant death to any base T4 acolyte out there.....now it seems HoW hits wont count as the power only affects the psyker and his unit so no spreading the love for extra strength on the Int10 hits, not even sure that would be legal but still....Now this is quite well known to GK players but having it available to any unit in the Imperium is a huge equaliser. Any unit instantly gets so much better with Hammerhand.
For once I can see a real opportunity to take on units of Wraiths, instant killing each one with a single attack just became a real possibility.
Psychic Communion probably has the greatest potential to have synergies with other codices, bringing flyers in just at the right time is crucial in gaining a tactical advantage, but how about bringing in the rest of those Drop Pods on turn two or three, combine this with the utility of servo skulls and the Inquisitor just became the lynch pin for any deep strike assault.
Exchanging for BRB powers is always a viable option when Prescience is on offer, not that Marines really have need for rerolls to hit anymore, but prescience on a Sternguard Veteran Squad is a definite win. Especially as Sternguard with rerolls to hit was considered to powerful to alow them access to Bolter Drill.....well that proxy Death Watch unit just got it back.....but this works in CC too. Now imagine Combi Meltas or multiple flamers with the ability to drop pod in and then split fire......with rerolls? Not interested?
If they don't nerf this then it was designed to be this awesome.....
Equipment
Servo Skull, Servo Skull, Servo Skull and that's how many you want....
Pending a rules inquiry servo skulls will allow your BA Assault Squads to deploy from Deep Strike without scattering....not even D6".....worth thinking about.
Drop Pods also became precision implements of delivery, after scattering and deploying your pretty much guaranteed to deliver the guys within 2" of the spot you want them in....it's really amazing.....this means Frag Cannons, Heavy Flamers, Melta guns in Pods became so much more reliable.....This will Definitely see a return to Alpha strike, some players wont like it, but it's going to happen for sure....
Land Raiders....now no one really Deep Strikes a 260pts if it has a footprint the size of a Realm of Battle Board...but allowing for 6 inches....that's so much easier as the LR will almost always land partially on the spot you pick for it....with pre-measuring this means you can deliver a hard as nails Assault vehicle right into your opponents face, with a high likelihood to bring it in exactly when you want it to arrive.....perhaps just after the orbital bombardments have prepped the area.....
Rad Grenades are just my favourite piece of war gear since the rogue trader days, they completely nerf your opponent and there's nothing that can be done to defend against them.....which makes me think Snipers are going to become common place.....
Null Rods are going to be everywhere, I can see a Xenos and Heretical Inquisitorial tag team popping up into lots of lists, what's not clear is if the Null Rod works whilst embarked as clearly this would be an advantage....if only I'd taken this when I fought the Doom of Malan'tai...but it's not just it's massive potential for defence it delivers in attack too, provided any Str3 attacks can get through at AP3 this is taking down big stuff....
My brain hurts now I need to go rest in my pain glove for a while...I'll be back with some more thoughts on using the Tome of Vethric and how it works.....
Edit: hmmm....perhaps we've always known that GW FAQers are more Amalathian than the Monodominant traits their legal team gets accused of being :)
Anyway on with the show.....Now ignoring the massive change in the meta game of allowing a third Codex to be in your army lets look at it in more detail.....
The second biggest single change in this new codex is that the Inquisition can buddy up with any other Imperial Army, that means that as well as all those groovy psychic powers (Prescience, Hammerhand, Psychic Communion) that now come into play, all their equipment can benefit allies too, so Servo Skulls, Rad Grenades, Psychout Grenades, Null Rod are free to be spread around too.
On top of that it delivers new special rules in Warlord traits and relics which offer awesome combination potential.....
(This said I still maintain it's not worth the £15.99 GW are charging for the android version but hey)
So how might these changes be best made use of:
Psychic Powers:
Now in the past I complained about the nerf to furious charge and the bitter pill the BA players had to swallow, however add Hammer Hand to the unit, now BA assault troops are now Str6 on the charge, couple this with Rad grenades and you're dealing instant death to any base T4 acolyte out there.....now it seems HoW hits wont count as the power only affects the psyker and his unit so no spreading the love for extra strength on the Int10 hits, not even sure that would be legal but still....Now this is quite well known to GK players but having it available to any unit in the Imperium is a huge equaliser. Any unit instantly gets so much better with Hammerhand.
For once I can see a real opportunity to take on units of Wraiths, instant killing each one with a single attack just became a real possibility.
Psychic Communion probably has the greatest potential to have synergies with other codices, bringing flyers in just at the right time is crucial in gaining a tactical advantage, but how about bringing in the rest of those Drop Pods on turn two or three, combine this with the utility of servo skulls and the Inquisitor just became the lynch pin for any deep strike assault.
Exchanging for BRB powers is always a viable option when Prescience is on offer, not that Marines really have need for rerolls to hit anymore, but prescience on a Sternguard Veteran Squad is a definite win. Especially as Sternguard with rerolls to hit was considered to powerful to alow them access to Bolter Drill.....well that proxy Death Watch unit just got it back.....but this works in CC too. Now imagine Combi Meltas or multiple flamers with the ability to drop pod in and then split fire......with rerolls? Not interested?
If they don't nerf this then it was designed to be this awesome.....
Equipment
Servo Skull, Servo Skull, Servo Skull and that's how many you want....
Pending a rules inquiry servo skulls will allow your BA Assault Squads to deploy from Deep Strike without scattering....not even D6".....worth thinking about.
Drop Pods also became precision implements of delivery, after scattering and deploying your pretty much guaranteed to deliver the guys within 2" of the spot you want them in....it's really amazing.....this means Frag Cannons, Heavy Flamers, Melta guns in Pods became so much more reliable.....This will Definitely see a return to Alpha strike, some players wont like it, but it's going to happen for sure....
Land Raiders....now no one really Deep Strikes a 260pts if it has a footprint the size of a Realm of Battle Board...but allowing for 6 inches....that's so much easier as the LR will almost always land partially on the spot you pick for it....with pre-measuring this means you can deliver a hard as nails Assault vehicle right into your opponents face, with a high likelihood to bring it in exactly when you want it to arrive.....perhaps just after the orbital bombardments have prepped the area.....
Rad Grenades are just my favourite piece of war gear since the rogue trader days, they completely nerf your opponent and there's nothing that can be done to defend against them.....which makes me think Snipers are going to become common place.....
Null Rods are going to be everywhere, I can see a Xenos and Heretical Inquisitorial tag team popping up into lots of lists, what's not clear is if the Null Rod works whilst embarked as clearly this would be an advantage....if only I'd taken this when I fought the Doom of Malan'tai...but it's not just it's massive potential for defence it delivers in attack too, provided any Str3 attacks can get through at AP3 this is taking down big stuff....
My brain hurts now I need to go rest in my pain glove for a while...I'll be back with some more thoughts on using the Tome of Vethric and how it works.....
Saturday, 16 November 2013
Review of the New Digital Codex: Inquisition
If you're thinking of buying the new digital codex......don't
+++communication ends+++
Well.....let's try and be objective....
New stuff you get
Some new fluff
Ordo specific warlord traits
3x Inquisition relics
Access to LR and Valk as dedicated transports
What you don't get, what they could have given you....
Access to proper Storm Troopers as troops.....(only the henchmen BS3 equivalent)
Access to Deathwatch or any other new unit...
Access to penal troops
Special access to Assassin clades outside of GK allies
Wargear beyond the GK codex
Storm Ravens
Vendettas
Immolators
Exorcists
Conclaves of Inquisitors
Additional rules for mini/ home brew Ordos
As usual I get so excited about the prospect of some decent attention for the Inquisition, instead we get a very weak and very poor value job from the guys that matter......honestly I could have done better.....
Yet again we're left feeling exploited for our expectation.......sucks
+++communication ends+++
Well.....let's try and be objective....
New stuff you get
Some new fluff
Ordo specific warlord traits
3x Inquisition relics
Access to LR and Valk as dedicated transports
What you don't get, what they could have given you....
Access to proper Storm Troopers as troops.....(only the henchmen BS3 equivalent)
Access to Deathwatch or any other new unit...
Access to penal troops
Special access to Assassin clades outside of GK allies
Wargear beyond the GK codex
Storm Ravens
Vendettas
Immolators
Exorcists
Conclaves of Inquisitors
Additional rules for mini/ home brew Ordos
As usual I get so excited about the prospect of some decent attention for the Inquisition, instead we get a very weak and very poor value job from the guys that matter......honestly I could have done better.....
Yet again we're left feeling exploited for our expectation.......sucks
Thursday, 25 April 2013
WIP Sanguinor Conversion
I don't know what it is about the GW sculpt of the Sanguinor, but it doesn't inspire me that this guy is a real bad ass....yet his rules make him da'boss...
I imagined something a little darker, perhaps more a tense dark figure than an exalted sunshine figure....
Here's some images of what I mean......these guys are much more talented at sketching than I so I've used their images to illustrate what I was going for.....
I think you can get the picture.......so I took a finecast Sanguinor and chopped him to bits, pinned practically every joint and tried positioning him as best I could, plenty of green stuff and sticky fingers and here's what I eventually came up with......
The Blood Shadows Sanguinor
The green stuff needs tidying up, but I'm quite happy with this guy.....slight problem is that he's way over 25mm in diameter....I may need to make a special base.....
Deathwatch Keepers (feat. Horus Heresy Deathshrouds)
Deathwatch Keepers are amongst the longest serving members of the watch
Hi guys, around Christmas of 2012 I fell in love.....not for the first time....but this time I knew it was for real......Forgeworld's Deathshroud terminators, they're amazing, possibly my favourite space marine sculpts ever.....
But as an owner of Imperial armies I had to have a long think as to how I could incorporate them into any of my existing armies....I just had to!
Deathwatch Keepers, guardians of ancient xenos relics, protectors of the Ordos' darkest secrets.....(awesome!!).....they wear armour amongst the oldest to be found in the Deathwatch.....(sweet, justifies the Heresy look!!).......They carry double handed CCWs like eviserators etc.......(well its not a hard stretch to justify a scythe now is it?!!)
So I had my fluff but which rules to use.
Unfortunately those amazing flamer weapons would have to go....as no known terminator in the Imperium can carry 5x diddy flamers.....so they had to go.... I did consider calling it done and claiming the scythes to count as lightning claws allowing them to proxy as assault termies, but I feel that's a bit of a stretch......
The I realised with the addition of a Stormbolter these guys nicely slot in as GK Termies, I had initially thought about them being Paladins, but then I realised I could take Termies as troops fulfilling my troop allocation for my GK Ordo Xenos allies! This means I'll now be able to take a proper Ordo Xenos inquisitor, an Assassin, GK Termies and a Stormraven to back up my BA Deathwatch or vice versa......if there's enough points I may be able to squeeze a set of Stormtrooper henchmen in too (though clearly @13pts each it'd just be for the fluff).
Suffer not the alien to live.........these guys are troops :)
Getting on with the Job
When my order came through from FW I was in awe of the models and had to take time to honour the machine spirit of the terminator armour before hacking bits off, the models are so nice I really needed to make the conversion count.
The detail on the deathshrouds is amazing and very delicate, however this did mean some of the mold flash is next to impossible to remove. After modifying the Deathguard symbols down to being just a skull and removing the flamers I set about looking for Storm bolter bits.
I had a couple of spare sprues of PAGK lying in wait but really don't like the new GK pig nosed stormbolters, so I went searching through my bits box and found some BA SG Angelus boltguns which looked ideal, when combined with either a boltpistol or another angelus gun they look smart. To be RHS mounted I needed to switch the ammo packs to the opposite side of the barrel which was easy enough. In the end I had to resort to using a single PAGK stormbolter to complete the set, but with an Angelus ammo pack its nowhere near as bad.
I also had to consider a balance with table top play, so I gave one guy an incinerator and another a hammer, I had wanted to through in a banner and considered Psycannons too, but they where too challenging on such complex models, perhaps with a TAGK box the bits would be more amenable.
The idea of having instant death weapons is quite funky so I do need to think about it, having said that I'm much more likely to use Hammer hand in CC than to use the force capability, the Hammer can ID most things anyhow.
I really want to take Justicar Thawn too as he's a level 2 psyker boss that makes the squad fearless, can hammer hand and ID badguys.....may need a specific model for this guy......then a banner too
Friday, 19 April 2013
Are BA Scouts worth it?
"Dib Dib Dob Dob CC Monsters..."
OK so most fellas will tell you that the only way to run BA Scouts is to camp on an objective whilst toting sniper rifles.
I on the other hand want my neophytes blooded in the most glorious fighting on the battle field!
Here's some bullets as to why:
- Infiltrating Scouts with a locator beacon can bring a Dante-esque precision strike right into your opponents backlines.
- Combined with a minimum of 3 drop pods you're guaranteed to bring in 2x units of reinforcements on your first turn. A little more susceptible to dice rolls but you can also get off the Heroic intervention a little easier.
- They can get 2 (3) Attacks base, boosted to 3 (4) with either Chapter Banner or Sanguinor
- At WS3 Str4 Int4, this means they hit on 4's, wound on 4's vs marines, exactly the same as an Assault squad. With a powerfist on the Sgt thats WS4 Str8 Int1 to pile in late and snipe those bad guys.
- They can carry a combi-melta and powerfist
- Yes they only get a 4+ save but can get +1 cover save if equipped with camo cloaks, together with a Librarian they can nearly always get a 4+ cover save thanks to the Shield of Sanguinias psychic.
- Yes you can't attach a priest if they infiltrate but with DOA and a 75pt priest you can precision strike on in from reserve or my preferred method of bringing one in first turn in a drop pod.
- They still get red thirst so can be fearless, though they have ATSKNF anyway.
- They have the same Ld as marines, with Tycho they're leadership 10.
- They have Move Through Cover
So the biggest negatives to infiltrating scouts they shoot worse than marines and they can die quicker than marines, particularly in cc as vs shooting they have the cover buff.
This doesn't need that much mitigation, scouts shooting before the charge isn't really so important, they will die though. In the old days of an Int5 furious charge this could be gotten around.....now its a straight up fist fight they will die faster than Assault marines.........this just means you need to take more of them!
A ten man scout squad with locator beacon, combi weapon and powerfist is 200 points, it's an extra 30pts for camo cloaks, I tend not to do it on the assault guys, if I bring a squad with bolters as support they might get the upgrade.
200 points sounds like a lot, 600 points for three squads is also not cheap. But it does give you a precision strike to the rest of your army. If you want to play Russian roulette you can save 50pts by just taking one locator beacon and rely on your drop pods to act as the homing device from turn 2, and actually with the 3+ from reserves it's a lot easier to bring stuff in before that pod goes boom.
The power in this list is what you bring in from reserves, Furioso Dreds are great for getting attention, you could also deploy something eye catching like a vindicator on the table. Scouts can literally become invisible to your opponent until he's dealt with the greater perceived threat.
Interesting Allies for this are other infiltrating units, Cpt. Shrike and a unit of Termies, Devastators or Sternguard........From GK an assassin or two, 30 scouts would provide a decent meat shield for a Vindicare assassin, if not a little over kill.......
I'll have a go at thinking up a list and put it up here later.
Thursday, 18 April 2013
Deathwatch (BA Honour Guard) Combi Melta & Flamer
Combi - Melta Flamer
So for my Deathwatch I wanted Wall of Death D3s and 2D6 armour penetration but didn't want to model my guys with two goonish guns.......
.....so I decided to make one mahoosive goon gun! In fact not one......but four.......
Introducing the Kill Team Command Squad:
Apothecary Shardlake Black shield of the Deathwatch
Battle-Brother Astrax Black shield of the Deathwatch
Battle-Brother Ivan Black shield of the Deathwatch
Battle-Brother Zieger Black shield of the Deathwatch
Battle-Brother Thorgen Black shield of the Deathwatch
This squad will accompany Commander of the Watch Tycho.
Watch Commander (BA Tycho) .......175pts
Deathwatch Command Squad (Honour Guard) .......220pts
Wargear:
Apothecary is armed with
Bolt Pistol
Chainsword
Frag/ Krak grenades
Each Battle-Brother is armed with
Flamer
Melta
Frag/ Krak grenadesedit: 3 Battle Brothers (without Banner) have Melta Bombs
One Battle-Brother carries the Banner of the Watch (BA Chapter Banner)
Tuesday, 16 April 2013
BA Honour Guard as Deathwatch Kill Team
Just how many guns to take?
So as part of my extended Deathwatch project I want to build a BA honour guard as a Deathwatch kill team to accompany Cpt. Tycho my Master of the Watch.
They'll not be going with Jump packs, as I think I covered earlier special weapons and Jump packs are for RAS and Sanguinary Guards.
I want something that's going to model as well as it plays.....
Tactics:
Normally my kill team/ honour guard/ stern guard units are used like a punch to the face, dropped in first turn to focus the enemies attention where I want it and to stop them progressing across the board, I'd normally drop a Furioso or regular Dred in a pod too to split the enemies fire.
I don't think they'll need a power weapon, although I'm considering a Blood champion to protect Tycho from any biased challenges.
So what wargear loadout should these Ordo Xenos bad asses be packing.....
Wargear:
Storm Bolters are a nice option, they provide funky extra shots at distance making up for low squad numbers and can compliment specialist short range weapons like meltas and flamers. They're also dirt cheap.
Flamers, now I'm all for flamers in the face on first turn, especially against hordes. I've also found multiple flamers reliable enough to thin the ranks of TEQs too. It's a shame there's not a heavy flamer option but these will definitely figure. But my main reason for wanting these is for overwatch Wall of Death.....if there was a 5pt per model option that just let you auto hit assulting units with D3 Str4 Ap5 hits I'd take it, and these babies can ignore cover too.
Melta guns vs Plasma, I've always favoured the melta vs. plasma, 40k has an amazing habit of throwing up Gets Hot results right when you don't need them. But with TEQ and the 2+ save becoming so important in 6th Ed, the extra shots are definitely useful. However if you face off against Paladins or even BA TEQs, melta has to be the better choice to instant gib and get round feel no pain. Meltas are cheaper too, unless one goes for the gunslinger infernus option, which does increase the number of shots, but we lose out on our defensive template weapons which I really want to keep. If I go for plasma I always tend to pack a melta bomb or two to take on serious armour, which to be honest isn't needed if one's packing melta heat.
I'm just mulling over the two options:
1) 2x hand flamer gunslingers & 2x infernus gunslingers = 80 pts
2) 4 Flamer & 4 Meltas = 60 pts
20 pts for an extra 4 Str4 AP- attacks seems a lot, but it is cheaper than the chapter banner by 10 points, however the weapons in option 2 are far more superior, so I'm heading that way I think.
I'll be playing around now with some Flamer / Melta combi weapon proto-types......
Monday, 15 April 2013
Blood Angels Deathwatch Contingent
I've never seen the attraction of a Str 3 Ap6 flame weapon,
however gimme two of them and I might change my mind..........gimme 8 and I'm sold!
OK so I've decided I'm going to reconnect with my fluff and work the Ordo Xenos Deathwatch aspect a little more. I want an allied detachment of BA to sit as a Deathwatch strike force to partner a GK or IG army. Now I want these guys to be stand out as Deathwatch with all their flavour and special wargear. I intend to incorporate either Tycho in DW livery or a DW librarian, I was thinking which units could imaginatively come across as Deathwatch without excessively proxying the BA's DNA too much.
The challenge is creating a flavour that is beyond the obvious Sternguard vets (who will definitely figure), I want some more variety in the other FOC slots.
Death Co. and Sanguinary guard have plenty of character but are so recognisable as Blood Angels its a stretch for me to proxy them as anything else........I'd considered creating some fluff to explain their special rules away, but I'd just end up telling my opponent that they were Death Company for ease of recognition during a game.
The options I'm looking at then are Honour Guard, none D.Co. Troops and Vanguard vets...... It occurred to me I could take advantage of the "Gunslingers" pistols rule to make a cool unit with enough character and special shooting to allow them to pass as Deathwatch.....
Honour Guard are clearly head and shoulders the most versatile shooting unit in the codex, the ability to take two special weapons is attractive from a conversion and a game play point of view and they're fully capable of fielding four gunslingers too.
So the Honour Guard are top of the list, not to mention they bring a much needed priest and put extra bodies into the allied detachment without filling up the FOC. But how about making them gunslingers? Certainly not with plasma pistols, plasma guns can put out that many shots much cheaper, but for infernus you can double the number of shots available, though its not cheap......but where I really get excited is the thought of using hand flamers......8 hand flamer templates and the overwatch potential could be quite a deterrent to opposing charging units......8D3 a minimum of 8 and a max of 24 possible strength 3 auto hits, add melta bombs and you're good to take out MCs and walkers too.....perhaps exchange 1 guy for a melta gun/ flamer combo and escort Tycho into the midst of battle......If I go with a Libby option I might consider doing a prescience/plasma mix with flamers as secondary weapons, this could also be funky.
Tactical squads are out just too vanilla for me, they got a boost in 6th but are only capable of fielding plasma pistols on the sergeant and the rapid fire and one heavy dictates plasma on the special for me too. Gunslinging plasma pistols just don't make sense when a combi-plas is available for 1/3 of the cost.
RAS: Well these guys can do ok, we can get 1x special and 1x gunslinger for a five man squad, they get a nice discount on a transport, as well as fulfilling the allied troop requirement. The three to seven guys with chainswords isn't ideal but could work under proxy just fine. The RAS is one of the cheapest power armoured troop choices in the game when taking into account the 35 point discount for a transport. If there's value to be had it's here.
Toting plasma doesn't make much sense though, not just because of the restrictive rapid fire on the special weapons but also in regard to what you get: The extra points for two extra plasma shots, coupled with the higher cost of the special weapon makes this option really expensive, 1x plasma gun and 2x plasma pistols practically adds 50% to the cost of a 5 man squad, making it cheaper to do the same job with Sternguard.
The infernus gunslinger and melta gun is only marginally more attractive as it answers the assault concern of plasma, however a 5 man unit with three melta shots at <6" costs the same as a Sternguard squad putting out three melta shots at upto 12".
The RAS infernus gunslinger could be useful as a cheap alternative jump pack unit to accompany Dante in a BA loadout, but not for this Deathwatch purpose.
As with the Honour Guard, I like the low cost big effect of taking 2 hand flamers, add a cheap Str4 flamer in the squad and I'm all over it. Now the Sternguard can't put out 3 templates for 125 so this does bring something different to the table. Yes, the Sternguard have rapid fire dragonfire bolts however, they don't give 3D3 auto hits to overwatch......(hmmm note to self another idea...equip Sternguard with combi flamers for wall of death anti-charge deterrent?!)
Vanguard vets on first glance look attractive to bring something different, there's potential for upto 4x gunslingers and a pistol/powerweapon combo on the vet sgt, however Vanguard vets are really expensive! They're the same cost as Death Company with none of the rules and more expensive than Sanguinary guard once loaded with wargear.....The only way I can ever imagine using them will be for the heroic intervention with melta bombs, now this could be a fluffy Deathwatch style demolitions mission, but I really struggle to know what they do once they've come in and done the HI thing and then get shot to bits.....
So my first attempt at a DW Allies list just for fun:
HQ: 460pts
Capt Tycho
Honour Guard w/ 8x hand flamers and 1x melta bombs, chapter banner,
Dedicated transport: Heavy flamer razor back
Elite: 205
5 Sternguard w/ 2 meltas and 3 combi weapons (melta or plas)
Dedicated transport: Heavy flamer razor back
Troop: 150
5 man RAS with 1x flamers, twin hand flamers and a melta bomb on the sgt
(must check precision shot rules for templates?!)
Dedicated transport: Heavy flamer razor back
Fast: 180
Land Speeder Squadron with twin heavy bolters each (not flamers I know)
All comes in at a whopping 995points....ah well may have to drop the honour guard......they do seem excessive.....I did fancy sneaking in an extra attack for Tycho too...I could scrap 'em and run Tycho with the RAS instead....perhaps drop Tycho in favour of a Libby for an even lower cost option......
As for the Speeders? They're BS4, can move anywhere and put out 18x Str 5 AP4 shots each turn and get a jink save what's not to love......I sometimes run a double melta version for 240 points but this is about DW and they, like me, like heavy bolters..........and gunslingers are expensive.....
Thursday, 11 April 2013
Tuesday, 21 August 2012
Furioso's, Psychic Shriek & Math Hammer......
OK so I've had an idea of sticking a furioso Librarian dreadnought in a drop pod and was wondering which of the new psychic powers would best suit the old fella......
Well lets face it the Librarian is that great at shooting......outside of his psychic powers he has a single storm bolter.....wooooooooo......
So how best to augment his first turn arrival than with a meaty hard hitting psychic power...
Looking at all the possible shooting powers both from the codex and the 6th BRB.....
I'm not going to list them out.....basically I make 11 shooty type powers available to a psychic mastery 1 Librarian....
If you want to cause a single wound then Blood Boil is the favourite....it auto hits and auto wounds and is the equivalent to AP2...
If you want to strike a vehicle (or several) then the Strength 8 AP1 Blood Lance is the only real option....
However if you want to single out a unit and cause as many wounds as possible then you're choosing between Shockwave and Psychic Shriek.......lets look at these:
Shockwave would be awesome if coming down in a drop pod amongst several foot squads of IG or nid's however its far too unlikely to be rolled for, and you'd be much better off being armed with a frag cannon in such circumstances.....
Psychic Shriek has the potential for scoring a templates worth of wounds to even the most Ld sound forces in the galaxy...
Now providing the psychic test and rolls to hit work out all right then on the 3D6 there's a....
90% chance of scoring 7 or more......... look out Ogryns and Gargoyles
83% of scoring an 8 or more..... Orks and Guard, this could be painful
74% of scoring a 9 or more....... Grey Hunters? Trygons? Tau? are you listening?
62% of scoring 10 or more........ This is now getting better with a 62% chance of killing at least one Space Marine or killing 4 Gargoyles, 3 Orks or 2 regular Space Wolves.....
50% chance of scoring 11 or more......that's a 50% chance of forcing at least one Chaos Terminator to take an invulnerable save....not to bad....
38% of scoring 12 or more.....rks
25% of scoring 13......
16% of scoring 14......
Then after that you'll be very lucky so make the most of it.....
But would you take a 25% chance of scoring 3x AP2 equivalent wounds to a Chaos terminator squad, 4x marines, 5x Trygon wounds, 6x dead Orks or 7 Gargoyles or 10 Grotesques.....
Interesting, however I can't help but feel one is better off using buffing powers for a Furioso,
Enfeeble would be quite good but the rest of the biomancy line are pretty much redundant on a Furioso, +D3 Attacks would we good, but just take might of heroes instead......
Divination would be cool it could be worth the risk to get a 4+ invulnerable save, that's pretty good with AV13 front armour.......if you don't get it then take the rerolls to hit from Prescience...
I love the idea of trying to roll puppet master with the primaris as a back up......all in all I think one might be better off just taking Shield of Sanguinius and Might of heroes, I also like the idea of Fear the Darkness to run a squad off the board turn 1 but I'll have to try that......
For me though if you're expecting infantry then you should definitely take the Frag Cannon/ heavy flamer combo.....this can score some horrendous wound volume on even the toughest of infantry....
Friday, 17 August 2012
Killing T9 MC with Psychic Powers...
Doesn't it just seem that every army that one faces nowadays is really tough to wound? Nob Bikers continue to be ridiculous, Nurgle's guys take time to chew through.....but even worse than that are Tyranids with Iron Arm....oh my, do they take a some licks.......I know its not guaranteed, but you can guarantee that's the first power that MC rolls on the Biomancy table is a big fat 1....and to make matters worse you can guarantee that D3 is coming up as a solid +3 T......geeez it just gets your goat.......But help is at hand, all is not lost........we got something that's going to hurt none the less....
At the moment most of the web commentary on 6th Ed Psychic Powers has been extolling the virtues of Biomancy and Divination, e.g. Tyranids rolling Iron Arm or of Paladins benefitting from Prescience...
Yet I'm amazed that no one is really talking about Telepathy, it's my personal favourite......both for fun and effectiveness....
Why? Well of the 4 Warp Charge 1 powers available, yes two suck, another is very conditional (anti-fearless) and the good one has only a 25% chance of being rolled with psychic mastery level 1.
The good one Puppet Master, is amazing, every turn having an opportunity to riddle your opponents troops with bullets all fired by one of his own units....imagine...
"Hey Mr Leman Russ battle tank turn your ass around and shoot that blob squad".....
"Hey Loota's why don't you shoot the heck out of the rear armour of that wagon"......
"Hey Mr Vindicare Assassin.....why don't you shoot Mr Draigo with shield breaker".....
Just for the meta gaming potential this has I think its amazing......but heck its only a 25% chance.....
Now if you're a mastery level 2 Psyker well you now have a 50% chance of getting something good.....Invisible death company? Invisible Furioso librarian anyone? or perhaps you've always been jealous of the inquisitions grenades, ever want the equivalent of Psychotroke Grenades? Who wouldn't......
However unfortunately whilst really fun, these are not reliable enough for tournaments......having a 50% chance of making a HQ psyker unit a lot less effective is a considerable risk.....
So how about the Primaris power? What does Telepathy give you?
Psychic Shriek......if successful your opponent tests against their Ld on 3d6, if they roll over their Ld value then they take the difference in wounds.......WITH NO ARMOUR SAVES ALLOWED.....
This bad boy is effectively AP2.......why would anyone take a power like Smite? Smite 4x Str 4 AP2, with separate rolls to hit and to wound this is going to struggle vs. high toughness opponents....
Roll to hit as normal <12" then Psychic Shriek just skips rolling wound.......its auto-stripping wounds off your unit......
OK so attacking a Ld8 Infantry squad might sound tempting, but this power, this power is really going to excel at stripping those T9 Monstrous creatures.....Ld 7 Carnifex take d6 wounds on average, Ld 8 Trygon, you too.....this spell is ideal for anti xenos.......yes F'n'P can still nerf you, yes invulnerable saves are still allowed.....but still.....soften it up with a psychic shriek and then melta bomb its carapace down to primordial soup...
And for all those horrid 2+ save units out there.......ok 5 man Ld9 Terminator squads you feeling confident? How many times have you rolled a 9 on just 2d6.......go ahead take your invulnerables.....Sanguinary guards with no invulnerable save........eeeek......you guys need to be running with a priest as standard ....always!4
Regular Marines or Bike Squads.......you better just stay well out of the 12" range because you'll take a couple of wounds from this unless you pass your 6+ deny the witch....good luck with that.....
So how about 2x Blood Angels Librarians, both with Psychic Shriek, perhaps one with Prescience put him with some hitty, perhaps throw melta bombs on him too....then throw him out of a strom raven anywhere within range of the enemy's toughest units.........nice.....could stop and do the math hammer but for sure this is going to give people some serious headaches.....and people complain about the doom of malantai.......
Tuesday, 14 August 2012
1500pt LGS Results and Performance
First let me say I had a fantastic day on Sunday, lots of cool people and very cool games....
6th Edition is beginning to bed itself in......
Made a few changes to the list prior to registration, I dropped out the two flamers in favour of an autocannon in the IG mini-blob squad......the effect of this I'll cover later.
Also at the end of my review of the Tournament I'll post some info on how the list performed ....(something you don't often see often enough imo)....
Unfortunately I didn't get any pictures of the day but if I come across any I'll post them up....
First congratulations to Mike who won the Tournament with his Mephiston pure BA list; Mephiston single handed, slayed an Ork special character to score huge boost to his tournament points in Game 1, then success in Games 2&3 saw Mike the days champion overall, so well done.
As for my own personal review:
Game 1. Daemons (no allies).....Dave (Mike's Bro)
Oh boy and using fresh White Dwarf rules for flamers too.....I have a real mixed record against daemons and generally I've found it can be as simple as which half of their army comes down first turn........in this case Dave got his chosen half so it didn't look promising, Dave won the deployment roll and elected me to go first.....
Mission: Capture 2 randomly determined objectives............from 5 objectives were set up on the board by the Guardians of Tyr (GoT) tournament organisers.
I felt reasonably confident with this mission, with most of my army beginning the game in reserve I wouldn't be vulnerable to awful Breath of Chaos templates........(a nice nerf for zooming flyers to be able to permanently avoid it too!)
First Turn...
I began the game by positioning my Land Raider on my left flank and with my 21 man mini blob squad spread out to the max in a three deep matrix trying hard to protect the Commissar as best as possible, with nothing to shoot at it was an easy turn, one of my objectives was in my deployment the other in my opponents..........the Daemons came down in the safe open ground right in the middle of the board......Lord of Change deep strike mishapped onto my Land Raider and got placed in the furthest corner away to my right.
The Flamers and Horrors opened up on the face of the blob squad reducing the squad by 12, the Lord Commissar and the remains of the squad remained resolute and stood firm...
Objectives held 1 - 1
Turn two....
Storm Raven flies in carrying the GK being sure to zoom and get all 4 weapons to open up on the Flamers.......the flamers were reduced to a single daemon with one wound remaining.......which was quickly removed by a guardsman's vengeful lasgun round.
The Land Raider delivers a lucky Las-cannon shot to the face of Soul Grinder spraying its tainted mass across the battle field, sweet..........
The first out flanking Vendetta flies over the battlefield strafing plague bearers on route to deliver the PCS to the enemy objective........
In Dave's Daemon's turn a load more deamons arrived from the immaterium with little effect
Objectives held 2 – 1
Turns Three & Four
GK disembark and start chewing through the plague bearers and horrors in a disordered assault.....some really poor knowledge of my army let me down here.......forgetting Preferred Enemy (Daemons) in both shooting and assault, forgetting hammer hand, forgetting to apply rad grenades.....not to mention forgetting psy-cannons are only Assault 2 on powered armoured guys....ooops.....but the sons of the Malleus butchered nurgle and tzeentch alike.....however it might have been quick enough to save the Lord Commissar and remnants of my carpathian guard from being assaulted and eaten by a Slaaneshi fiend......something that could well have been stopped had I remembered that one needs line of sight to charge a unit.....or in fact that they can overwatch the attacking fiend....or that a Lord Commissar gets an invulnerable save....6th Ed is taking its time to sink in.....
Game finished 1 - 2 on objectives, one more turn......if only I could have got through the assault in turn 3 a little quicker........I'm going to have to write up some flash cards with special rules on....
Game 2 Capture all 5 Objectives vs Mr Towers and his Nob Bikers/ Dakka Jets.......
Huh....turn 1 to 5 the entire army shoots the Nob bikers, the Nob bikers eventually die other weak orks on bikes seize 2 objectives, game ends in a draw 2 - 2 great game but seriously frustrating......
2 Vendettas, an assault cannon Storm Raven with psy-cannon bolts and hurricane bolters, 10 GKs and a blob squad shooting the crap out of a bunch of smoke clouded 2 wound feel no pain suck ass characters......geez it was a real slog T5, Armour, Cover and then feel no pain after that....again didn't make good use of Hammer Hand or rad Grenades, lost the Justicar to Overwatch in sloppy attempt to single out the pain boy....and they're characters....so it didn't make a difference....
Game 3 Good Ol' fashioned annihilation vs a 4 M/C with Doom of Malan'tai.....
This final game was close to a breeze, 3 Untouchable flyers zoomed around the board shooting the crap out of the MC's.....the annihilation rules held back my opponents urge to run his tervigon spawn spam which allowed me to concentrate fire onto the big guys..... won 6 - 3 in turn 4 due to reaching the time limit.....I put the slow game down to my opponents excessively heavy monstous creatures....it certainly took a long time to move them once they stared dying.........
In terms of unit performance lets review my list:
Lord Commissar ......although it was never the intention Mr Commissar found his way into fisty cuffs alot.....one thing I'd not accounted for is that he can no longer be singled out (by a non-character anyway) so in future a powerfist wouldn't go a miss, this is a massive change from 5th Ed...a Lord Commissar is now the cheapest HQ in the IG codex well if one was taking a Commissar anyway.....and he can get a str 6 ap 2 unwieldy weapon for 15 points...not bad, with WS5 and Ld 10 aura of discipline he's a nice option.
Blob squad.....was a massive fire magnet, I really underestimated how much people are drawn to its squishiness.....I play my unit quite aggressively and tend to ignore cover for favour of pushing the squad forwards.....perhaps making them up to 30 men would be an idea....however the idea of downsizing to another vets squad and releasing some points to upgrade the Land Raider to another Storm Raven well I think I can do better....for me in 6th Ed the blob has a job as a fire magnet but it will die in droves.....taking special weapons is difficult flamers are going to be lost in your first round taking wounds if they're nearer the edges of your unit....plasma guns are the way forwards....desperately trying to find a way to get a blob squad preferred enemy....
Vets and Vendettas......like in 5th but invulnerable to all but the luckiest of opponents...take as many as you can afford.....take heavy bolters, one needs another weapon to shoot at 18+ inches, at less than 12 they provide an anti-troop option......don't be shy take the upgrade
Inquisitor very cool, I'm always surprised to see just how many attacks this guy can get......gunslingers is fun with 2x ap2 weapons.........however there seems to be so much stuff that gets an invulnerable save, an incumbent cover save or feel no pain that even ap2 is not what it once was.....sticking with one of then isn't a bad idea.....but with the abundance of T5+ things out there the scythian venom talon is equally appealing with 5 attacks on the charge wounding on 2+ is quite attractive....a force weapon could be a reasonable buy too with rad grenades and hammerhand giving the +2 strength effect....gunslingers is just for fun and not for tourneys.
GK with psy-cannon bolts are amazing (even when one forgets to reroll 1's vs daemons....)
Land Raider....is nice but the Storm Raven is sooo much better now......the Raven's superior in every aspect....and then some....yes they can get taken down by Vendettas...but coming on from reserve blasting away with 4 weapons at one target and a twin linked multi melta at another target is quite amazing.....Sorry old faithful there's a new kid on the block and he's coming all guns blazing
Storm Raven.....as mentioned he's amazing.......with psycannon bolts and hurricane bolters this bad boy has the equivalent of 4 T/L heavy bolters at inside 12".....add the rending Str7 assault cannon....the Blood Angels version doesn't suit the same anti-troop role I see it as dedicated anti-armour with a T/L las, plus gets to fire off 2x str 8 ap1 rockets and a twin linked multi melta on the first two turns from when it arrives......the beauty of coming on from reserve with so much fire power is that one can take out most of the serious opposition before it gets to shoot back.......
My full reserve list will be coming back....with a whoooooooossshhhhhh neeeeeaaaaawwwooooww dakka dakka dakka :0)
A long report thanks for reading this far.......
Sunday, 12 August 2012
IG with GK Allies 1500 @ LGS Tournament
Today we have the Guardians of Tyr WH40K Tournament at the local games store (Wargames Workshop, Northampton, UK).....
It's a 1500 point tournament as part of the Guardians of Tyr's WH40K series; where gamers can accrue points throughout the year in a kind of open league system....more information can be found on the Guardians of Tyr's website, see my external links section...
Today (after much deliberation) I decided to play as my avatar (not the eldar kind) with Imperial Guard and the primary detachment and my Xenos Inquisitor allied in....
So my list for today will be...
Total Points 1500
Primary Detachment: Imperial Guard (610pts)
HQ
Lord Commissar - no upgrades
Troops
Vets Squad - Demolitions, 2 Flamers & a Melta gun
Platoon Command Squad - 2 Flamers & a Melta gun
2x Platoon Infantry Squad - Flamer each
Fast
Vendetta
Vendetta
Allied Detachment
HQ
Xenos Inquisitor - 2x Needle Pistols & Rad Grenades
Troops
10 Grey Knights - 2x Psycannons, 7x Halberds, 1xFalcions, Psycannon Bolts
Fast
Storm Raven - Hurricane Bolters, Extra Armour, Psycannon Bolts
Heavy
Land Raider - Multi Melta
My plan will be to start with a combined squad and the Land Raider on the table, out flank with the Vendettas and normal reserve for the Storm Raven....
The list is a little weak on Melta I Hope the LR, SR and Vs can manage any anti-tank duties...the missions favour infantry heavy lists so I hope to counter this potential with serious dakka from the SR and GK squad, then torch the rest with the IG.....hopefully anyway....
Saturday, 4 August 2012
Compensating for the Initiative Nerf to Furious Charge
Ok...... So its been around a month now.....so I guess its time to put to put the new rule book down and to take time to adjust my angry red Assault Marines to this new edition.....
Codex Blood Angels suffered quite a bit from the update; however I don't plan to dwell particularly on how painful some of the changes are, instead over the coming weeks I will be posting my musings on how BA players can adjust their lists to stay ahead of the meta-game. For example I expect to see Dante to be cruising around in a Storm Raven a lot more, accompanied by his Guard and Battle Bro's dishing out the pain on a table near you!!
First up....managing the Furious Charge Nerf....
By far the biggest nerf to my BA play style is the loss of the Int bonus that was given by Furious Charge in 5th Ed....
So let's de-construct why the initiative bonus of 5th Ed's Furious Charge was so attractive.... and then look to how we can all try and replicate these benefits in 6th....
Ultimately attacking at a higher initiative makes ones units much more durable in close combat....
....to risk spelling out the obvious the reason for this durability is because we can kill our opponents models before they can strike back, therefore denying your opponent their attacks....
Now in 6th Ed this avenue is practically closed for BA units, attack denial is hard to come by; with the exception of using HQ units or the Warp Speed Biomancy buff there's little that can be done....Hammer of Wrath although conditional is all that's left...
So where else can a close combat advantage come from in 6th?
Lets take a look at the game mechanics for the assault fight sub-phase:
Step 1: Attacks & Initiative
As discussed above denying your opponent attacks is really hard for BA in 6th; however our best units can still reliably get more attacks ourselves... Chapter banners, Sanguinor's Aura of Fervour and Might of Heroes, Blood Talons.... none of which are new to 6th btw.
Delivering your assault troops to the door walking in order to enable Hammer of Wrath to get the Int 10 hits in is the only option we've got to starve those MEQs of their swings. Storm Ravens are an assault transport remember, so a unit can ride 6", disembark 6" assault 2d6" with a reroll and still get their HofW hits in.
Alternatively equip everyone with a 2+ save and an unwieldy weapon and ride out your opponents attacks until Int 1, Sanguinary Guard and terminators being the obvious choice.......as terminators can't be chosen as troops, the Sanguinary Guard are the only real proposition for me.....
Step 2: Rolling to hit
BA are possibly the only loyalists with a (pseudo) Fear causing unit, most opponents will be hitting our BA on a 4+, however for 25 points we could have our opponents hitting us on 5+....
Sanguinary Death Masks are currently a risky expense, as most of the Int 4 stuff we'd want to use the masks on are unlikely to fail the prerequisite Ld test (fearless units must still test btw)...unless of course we can modify our opponents leadership in some way.......PBS as allies perhaps?
Opponents hitting on a 5+ can also be achieved through the telepathy line an Epistolary could make an entire unit invisible which could also reduce our opponents to WS1.
My biggest problem here is whilst it sounds good, applying WS1 to ones opponent is very conditional and very unlikely to be army wide.
In our arsenal we still have our rerolls to hit from our Chaplains and Master Crafted Glaives, Preferred Enemy from our Librarians with Unleash Rage, and through Divination a BA Librarian can reliably get rerolls to hit from Prescience.
Step 3: Rolling to Wound
Rolling to wound can still be quite reliable thanks to the +1 Str bonus on the charge. Having a model armed with lightning claws isn't a bad idea either.
Biomancy can give some pretty nasty toughness nerfing through Enfeeble, when combined with the +1Str from the FC USR means wounding MEQs on 2+ in a similar manner to the rad grenades and hammer hand combo from the GK codex, throw in an Ordo Xenos inquisitor into the same melee and you could get a -2 toughness opponent...problem here is that Enfeeble is a 1/6 chance and GK aren't Battle Bro Allies so timing is tricky.
Denying ones opponent an easy to wound roll isn't that easy, Bike troops aren't available to BA so only through allies, which isn't too bad an idea.....cavalry are even more alien to us....again allies would be the only source of T5 scoring joy.
Step 4: Armour Saves
Denying your opponent an armour save is obviously the ideal, so maximise power weapon load outs, however the changes to wound allocation and the creation of AP3 power sword wound pools means that we don't have to wait to Int 1 anymore unless you're going to be packing anti-terminator close combat kit.
I believe the power sword & melta bomb combo is now the sporting choice in an Assault Sgt's war gear.
Feel no Pain helps BA marines out a little with a 1 in 3 chance of over turning a failed save isn't too bad; providing a 5+ pseudo invulnerable save versus anything strength 7 or lower is also pretty neat too.
Summary
Storm Ravens are needed more than ever to get our guys through the assault phase safely, they provide mobility whilst preserving HofW ftw.
Sanguinary Guard will provide some innovative combinations, especially when taking death masks, their 2+ save and Dante making them troops is a nice option.
Librarians are going to be even more of a must, my personal favourite Telepathy is going to open up some neat combos.
Allies to help us through IG PBS, Wolves and Bikes, GKs with Rad grenades...
This is going to mean a very low model count........
Codex Blood Angels suffered quite a bit from the update; however I don't plan to dwell particularly on how painful some of the changes are, instead over the coming weeks I will be posting my musings on how BA players can adjust their lists to stay ahead of the meta-game. For example I expect to see Dante to be cruising around in a Storm Raven a lot more, accompanied by his Guard and Battle Bro's dishing out the pain on a table near you!!
First up....managing the Furious Charge Nerf....
By far the biggest nerf to my BA play style is the loss of the Int bonus that was given by Furious Charge in 5th Ed....
Ultimately attacking at a higher initiative makes ones units much more durable in close combat....
....to risk spelling out the obvious the reason for this durability is because we can kill our opponents models before they can strike back, therefore denying your opponent their attacks....
Now in 6th Ed this avenue is practically closed for BA units, attack denial is hard to come by; with the exception of using HQ units or the Warp Speed Biomancy buff there's little that can be done....Hammer of Wrath although conditional is all that's left...
So where else can a close combat advantage come from in 6th?
Lets take a look at the game mechanics for the assault fight sub-phase:
- Each model has a designated number of attacks at their Initiative step
- Roll on WS to hit chart
- Roll to wound
- Take saving throws
Step 1: Attacks & Initiative
As discussed above denying your opponent attacks is really hard for BA in 6th; however our best units can still reliably get more attacks ourselves... Chapter banners, Sanguinor's Aura of Fervour and Might of Heroes, Blood Talons.... none of which are new to 6th btw.
Delivering your assault troops to the door walking in order to enable Hammer of Wrath to get the Int 10 hits in is the only option we've got to starve those MEQs of their swings. Storm Ravens are an assault transport remember, so a unit can ride 6", disembark 6" assault 2d6" with a reroll and still get their HofW hits in.
Alternatively equip everyone with a 2+ save and an unwieldy weapon and ride out your opponents attacks until Int 1, Sanguinary Guard and terminators being the obvious choice.......as terminators can't be chosen as troops, the Sanguinary Guard are the only real proposition for me.....
Step 2: Rolling to hit
BA are possibly the only loyalists with a (pseudo) Fear causing unit, most opponents will be hitting our BA on a 4+, however for 25 points we could have our opponents hitting us on 5+....
Sanguinary Death Masks are currently a risky expense, as most of the Int 4 stuff we'd want to use the masks on are unlikely to fail the prerequisite Ld test (fearless units must still test btw)...unless of course we can modify our opponents leadership in some way.......PBS as allies perhaps?
Opponents hitting on a 5+ can also be achieved through the telepathy line an Epistolary could make an entire unit invisible which could also reduce our opponents to WS1.
My biggest problem here is whilst it sounds good, applying WS1 to ones opponent is very conditional and very unlikely to be army wide.
In our arsenal we still have our rerolls to hit from our Chaplains and Master Crafted Glaives, Preferred Enemy from our Librarians with Unleash Rage, and through Divination a BA Librarian can reliably get rerolls to hit from Prescience.
Step 3: Rolling to Wound
Rolling to wound can still be quite reliable thanks to the +1 Str bonus on the charge. Having a model armed with lightning claws isn't a bad idea either.
Biomancy can give some pretty nasty toughness nerfing through Enfeeble, when combined with the +1Str from the FC USR means wounding MEQs on 2+ in a similar manner to the rad grenades and hammer hand combo from the GK codex, throw in an Ordo Xenos inquisitor into the same melee and you could get a -2 toughness opponent...problem here is that Enfeeble is a 1/6 chance and GK aren't Battle Bro Allies so timing is tricky.
Denying ones opponent an easy to wound roll isn't that easy, Bike troops aren't available to BA so only through allies, which isn't too bad an idea.....cavalry are even more alien to us....again allies would be the only source of T5 scoring joy.
Step 4: Armour Saves
Denying your opponent an armour save is obviously the ideal, so maximise power weapon load outs, however the changes to wound allocation and the creation of AP3 power sword wound pools means that we don't have to wait to Int 1 anymore unless you're going to be packing anti-terminator close combat kit.
I believe the power sword & melta bomb combo is now the sporting choice in an Assault Sgt's war gear.
Feel no Pain helps BA marines out a little with a 1 in 3 chance of over turning a failed save isn't too bad; providing a 5+ pseudo invulnerable save versus anything strength 7 or lower is also pretty neat too.
Summary
Storm Ravens are needed more than ever to get our guys through the assault phase safely, they provide mobility whilst preserving HofW ftw.
Sanguinary Guard will provide some innovative combinations, especially when taking death masks, their 2+ save and Dante making them troops is a nice option.
Librarians are going to be even more of a must, my personal favourite Telepathy is going to open up some neat combos.
Allies to help us through IG PBS, Wolves and Bikes, GKs with Rad grenades...
This is going to mean a very low model count........
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