Sunday, 11 September 2011

Dungeons and Dragons: Krom Groinsmasher.

So, my mate asked if I was interested in playing a DnD game with him, myself and my bro.
"Ok", I said, and below is the backstory for my chosen character, Krom Groinsmasher, Dwarf Warrior!


D&D DWARF CHAR:

FIRST NAME:
Krom

CLAN NAME:
Groinsmasher

FLUFF:
Krom Groinsmasher, youngest son of Kogi, was just like any other young Dwarf; proud, stubborn, eager to learn and perfect the jealously guarded crafts of his people – mining, blacksmithing and the brewing of fine, incredibly powerful ales.

Krom’s father, Kogi, was the master brewer for the Karak Stronghold. His unique recipe for Kogi’s Special Brew is counted amongst the greatest treasures in the Karak Stronghold’s vast vaults and is never shared with non-Dwarf folk (it’s just too good).

From a young age, Krom showed an aptitude for two things; the brewing of ale and skill with the axe, oft bettering much older, more experienced Dwarfs at both.

Krom’s first taste of battle and glory came when searching outside Karak for the ingredients needed for his own secret recipe of ale. A raiding party of Orcs found him alone in a forest glade and set about him immediately. Filled with hate for the greenskin, Krom hefted his trusty axe and shield and charged the mob. For what seemed like an age, Krom was casually dispatching each Orc that came at him with expertly timed blows from his axe, or the steel-reinforced rim of his shield. Eventually the mob thinned out enough that Krom could see past them. Watching him with a malevolent interest was a massive Orc, casually wielding a huge warhammer resting over one shoulder. Krom charged the beast, ducking out of the path of the warhammer and in the same, fluid motion that brought Krom to his feet, cut the left leg of the Orc clean off at the ankle. The massive creature barely managed half a scream before Krom’s axe bit deep into its scalp, ending the Orc’s life instantly.
The sounds of battle carried through the forest and were heard by a party of Karak Dwarfs, returning from a trading run to a trusted ally. The Dwarfs, led by Fraka Ironbeard of the High King’s Honour Guard, raced to the source of the noise.
Scant moments before arriving at the glade, the sounds of battle ceased and only an eerie echo remained. Advancing cautiously into the glade, the Dwarfs were met with a gruesome scene. The ruined corpses of close to three-score Orcs lay strewn all around the glade, their putrid blood stained the forest floor and already starting to collect into streams, draining away out of sight. At the far edge of the glade, a lone figure could just be seen bent down on one knee. Fraka and his company cautiously advanced towards the individual until they could see it was a Dwarf, covered in Orc blood, stooped over a bush collecting strange looking berries.

Upon returning to Karak at Fraka’s request, the High King laid a feast in honour of Krom’s amazing victory – even breaking out his own store of Kogi’s Special Brew to celebrate with. For a Dwarf so young, barely 60, to accomplish what the best of the King’s guard would surely struggle with, was seen by some of the older Dwarfs as a sign of the power of Karak returning.
At the end of the feast, Krom was gifted the mighty war axe, [Gimli’s Folly]. An ancient and powerful weapon as finely balanced as it was deadly - inscribed with powerful runes created with knowledge now lost to the Dwarf race.

Krom served with the High King’s Honour Guard for sixty years, further honing his deadly craft with axe and shield in battles both great and terrible, earning more and more honour for him and his clan and Krom was satisfied, for a while.

Eventually, on his 125th birthday, Krom wished for something more. After quietly spoken words with the High King, Krom resigned his position in the honour guard and left the stronghold that very same night.

Taking only what he could carry, he set off into the wilderness and after many weeks travelling came across a picturesque valley and found a small, quiet Human village of welcoming folk. After feasting and drinking with the locals, Krom decided here would be a good place to stay, at least for now. As the local ale was dreadful Krom figured he would give them a taste of quality Dwarf ale and started to build a tavern on the edge of town.

For five years, Krom ran the Trowel and Hammer tavern, a respectable multi-racial establishment with a reputation for the finest cask ale for hundreds of miles around. As the reputation of the tavern grew, more and more people came to enjoy the brew and the town had doubled in size within a few scant years and all was well.
After the fifth year, travellers coming to the tavern made whispered reference to a darkness gathering away to the west but were dismissed as drunk, or just mad.

One fateful night some months later, those travellers were to be proven correct, as a massive horde of goblins from the mountains far to the west under the command of the Goblin King Bakstabba came and swept through the peaceful valley laying waste to everything in their path.

The village was taken completely by surprise. The guards posted around the village were caught off-guard and taken away by the goblins, their fate best left un-guessed. Homes were put to the torch and the villagers slaughtered in droves.
The Trowel and Hammer was the last building left standing. Designed and constructed by a Dwarf it would take more than a bit of fire and a few arrows to damage it. For almost six hours, Krom and the few remaining souls in the tavern held off the rampaging horde. One by one, the others died. Soon only Krom remained standing, defiant.
Eventually, even Krom’s hardy, Dwarf constitution began to fail and he could feel himself growing more and more exhausted with every passing moment.
Just as Krom was about to fall, a might crack split the air as a crude, Goblin warmachine hit a support beam with a giant, flung boulder and the tavern collapsed around him.

Dwarfs are natural miners and tunnellers and are used to spending time underneath the world, searching for precious seams of minerals and gems. They cope better than all the other races of the world in such conditions – just as well from Krom, who awoke some hours later, covered in the smouldering remains of the Trowel and Hammer.
After prying himself free of the wreckage, all that awaited Krom was devastation and ruin; the entire town was a burning mess, and not a single other soul had survived the attack.
Krom gathered the corpses of his once friends and neighbours together and burned them on a pyre, as was the local custom. After saying words of prayer and placation to the Gods, Krom gathered his weapons and set off once more into the world, determined to have his vengeance.

Too much? :)




Monday, 22 August 2011

1750 (FA) Tyranid Attacking Lists

So, got a game tomorrow:

- Fortress Assault
- Tyranid (attack) vs Death Korps (defense)
- 1750 points

Should be fun if the last Fortress Assault game was anything to go by!

First list: Wave Assault (cheap enough Troops units recycled, infantry armed with S7 krak)

Tyranid Prime; LW/BS, Dev, Regen

3 Zoanthropes
3 Zoanthropes
3 Venomthropes

12 Hormagaunts; Toxin
12 Hormagaunts; Toxin
13 Hormagaunts; Toxin
9 Genestealers; Broodlord; ScyTal
9 Genestealers; Broodlord; ScyTal

2 Biovores
Mawloc
Mawloc

Second list: Planned Attack (+250 points, one unit can outflank, reserves arrive when you want)

Hive Tyrant; TL-Dev w/BL, LW/BS, Wings, Hive Commander, Leech Essence, Paroxysm

Tervigon; ScyTal, CSpines, Toxin, Catalyst
Tervigon; ScyTal, CSpines, Toxin, Catalyst
10 Termagants
10 Termagants
10 Genestealers; Broodlord; ScyTal
10 Genestealers; Broodlord; ScyTal

2 Zoanthropes; Spore; CSpines
2 Zoanthropes; Spore; CSpines
Doom of Malan'tai; Spore; CSpines

14 Gargoyles; Toxin
14 Gargoyles; Toxin

Mawloc; Regen

Last list; Siege Experts (Artillery Support, Night Fighting)

Tyranid Prime; LW/BS, DS, Regen

30 Hormagaunts
30 Hormagaunts
5 Genestealers; Broodlord; ScyTal
5 Genestealers; Broodlord; ScyTal
10 Termagants
Tervigon; CSpines, AG, Toxin, Catalyst

3 Zoanthropes
3 Zoanthropes
3 Venomthropes

2 Biovore
2 Biovore

So, which one to pick?

Well, the lists were made with the prior knowledge that the opponent is going to be Death Korps, and they're going to have 2x AV13 Bunkers and an AV14 Bastion that may well need taking out.
This means the Zoanthropes should be better than Hive Guard - the Bunkers are immune to Stunned/Shaken so the AP1 will help knock them out, and there is no anti-psy to worry about (apart from any S8+ gun...). The small blast is an extra bonus if there are no armoured targets left.

The attacker also gets the first turn and the restrictions of terrain mean that infiltrators won't be able to find any LOS blocking terrain 12" away from the enemy.

Venomthropes should be golden for any foot-slogging element due to the no-man's land and enemy barrage weapons. Add a Prime with them to give them a bit more durability and max the squad size for best coverage and we're good to go.

The first list has lots of fast-moving, hard-hitting infantry that can be recycled - yay infinite Broodlords! I originally had two larger broods of Hormagaunts but figured on going three smaller in the end to increase the chance of overkill against a unit - wiping it out completely to be brought back rather than being left with 2-3 models for a turn. The Genestealers can infiltrate or Outflank in deployment (with restrictions). Troops in the first wave supposed to take the fire away from the Venomthropes/Prime/Zoanthropes following to blow the Bunkers/Tanks early on. Biovores and Mawloc target enemy Heavy Weapons or Troops out in the open.

The second list is built to take advantage of the powerful reserves bonuses, though the restrictions on outflanking prevent me getting straight in behind the front line, I can at least assault it without having taken any fire, opening a gap for the following units. Everything except for the Mawloc and Termagants in reserve, Mawloc tunnels T1, Termagants in cover. Both Tervigons outflanking (1x Hive Commander, 1x Attacker Bonus), Genestealers outflanking, Gargoyles deep-striking, Tyrant in Reserves.
T2 bring on the Zoanthropes, Doom if there's any squads outside, Gargoyles, both Tervigons, Mawloc. T3 - Genestealers.

The last list i'm not quite so keen on as the plan is pretty simple - rush forward as fast as possible and hope the Artillery Support does something... Tervigon likely to get squished as soon as Night Fighting stops.

So, which one?

Well I feel that the Planned Attack list is probably the surest win as Tyranids (or most other armies) get pretty powered up when you can choose when your reserves arrive. I don't own any Gargoyles so would be loath to proxy 30, nor do I have any spores (only one drop-pod proxy). Add to that the Kreig isn't an overly competitive or powerful list and I don't think it would be as fun for me or the Death Korps player, barring exceptional dice either side of course.

I don't really like the Seige Experts bonuses, they're nowhere near as good as the other ones for Tyranids, except for maybe Night Fighting T1, possibly T2 - but the bunkers both have searchlights and so do most of his tanks (if he takes any).

That really leaves just the first list, Wave Assault. Quite appropriate, really. I think this is probably the list that will result in the best game, if nothing else. It should put the pressure on T1, and carry it through 'til death or glory. I can proxy a second Mawloc (Dreadknight, lol) but think i'll run with 2x 16 Horm, 1x 15 Horms and 3x Biovore, 2x Biovore instead of the second.

All being well, i'll try to record it - or at least stay sober enough to remember it.

Saturday, 20 August 2011

2500 Hybrid IG List

Got bored, decided to write a 2500 Imperial Guard list after reading loads of 'Ard Boyz qualifier battle reports.



HQ:
-----
CCS; MoO, OotF, ML, Vox, Regimental Standard.

TROOPS:
--------------
Infantry Platoon
Command; 3x GL
4x Squads; 2x AC, 2x MG, 1x Vox, 1x Commissar
Heavy Weapon Squad; 3x AC
Heavy Weapon Squad; 3x AC
Heavy Weapon Squad; 3x LC

Veterans; 3x Melta
Chimera; ML/HF

Veterans; 3x Melta
Chimera; ML/HF

Veterans; 3x Melta
Chimera; ML/HF

Veterans; 3x Plasma
Chimera; ML/HF

Veterans; 3x Flamer, Demolitions
Chimera; ML/HF

FAST ATTACK:
----------------------
2x Devil Dog; HF. Smoke

2x Devil Dog; HF, Smoke

HEAVY SUPPORT:
---------------------------
2x Griffon; HF
2x Hydra; HB
Manticore; HF

2500 points

I quite like it. It has a durable, scoring, firebase in the platoon and CCS with Leadership re-rolls.
The veterans can all roll forwards, with the Devil Dogs tagging along to put the pressure on midfield whilst the artillery does its thang (hopefully).

Strengths:

-14 AV12 Tanks.
-100-odd infantry, 90-something of them scoring, up to 41 of which Stubborn Ld9.
- Reserves interference.
- Lots of potential large blasts/flamer/heavy flamers for anti-horde.
- Some fairly hefty non-LOS firepower.
- Lots of melta weapons.
- Lots of autocannons.
- Lots of high-danger targets to saturate fire.

Weaknesses:

- Always something for the enemy to shoot (i.e. infantry or vehicles).
- Attacking units mostly "suicidal" (lol).
- CCS, PCS, HWS are fairly easy KP's and there are 24 KP's (21 if Blobbed Up)
- No Outflanking/Deep-striking, etc.
- No anti-psy. That is, apart from all the guns...

Alternatively, I could swap the 2x Griffon w/HF for 1x Medusa w/Enclosed Crew. This would improve killing power against small, well armoured targets in exchange for good anti-infantry (got lots of already - HF) and light anti-vehicle work (again, got lots of with ML/AC). It also adds another high-priority target for the enemy AT - whereas the Griffon might well be ignored during the first few turns, the Medusa can seldom afford to be.








Thursday, 18 August 2011

1750 Imperial Guard Fortress Assault - Attacking Lists

Following on from the Fortress Assault scenario, I thought out a couple of Imperial Guard lists for attacking.

The first list:


1750 Pts - Imperial Guard
Attacker Bonus; Wave Assault



Company Command
- Col. Straken
- Melta Gun x 2
- Bodyguard x 1
- Medi-Pack

First Platoon
Command
- Flamer x 2
Squad
- Melta Gun; PW
- Commissar; PW
Squad
- Melta Gun; PW
Squad
- Melta Gun; PW
Squad
- Autocannon; Flamer
Squad
- Autocannon; Flamer

Second Platoon
Command
- Melta Gun x 2
Squad
- Flamer; PW
- Commissar; PW
Squad
- Flamer; PW
Squad
- Flamer; PW

Storm Troopers x 5
- Melta Gun x 2
- Deep Strike

Ordnance Battery
Colossus; HF x 2

Ordnance Battery
Medusa; HF; Bastion Breacher Shells x 2

Manticore Rocket Launcher; HF

Pretty simple concept; advance with two 30-man combined squads. Artillery supporting the advance with two squads with autocannons left to babysit them. The Storm Troopers are there to disrupt/suicide priority targets.
Straken is expensive, but with so many power weapon attacks in the combined infantry squads his aura is well worth the cost - his command squad also makes a pretty mean counter-assault unit.


Next up; something with a bit more mobility:


1750 Pts - Imperial Guard
Attacker Bonus; Siege Experts


Company Command
- Astropath
- Plasma Gun
- Melta Bombs
- Vox

Ministorum Priest; Eviscerator

Infantry Platoon
Command
- Grenade Launchers x 4
Squad
- Vox; PW; Commissar; PW
Squad
- PW
Squad
- PW
Squad
- PW

Veteran Squad
- Demolitions
- Melta Guns x 3
- Shotguns 

Veteran Squad
- Demolitions
- Melta Guns x 3
- Shotguns

Valkyrie Assault Carrier
- Multiple Rocket Pods
- Heavy Bolters

Valkyrie Assault Carrier
- Multiple Rocket Pods
- Heavy Bolters

Storm Troopers x 5
- Melta Gun x 2

Guardsman Marbo

Manticore Rocket Launcher; HF

Manticore Rocket Launcher; HF

Leman Russ Demolisher; HF; PC

This is a good candidate for Siege Experts; night fighting for turn 1 and possibly 2 give the Manticore's protection from long-range anti-tank, whilst making their first salvos less accurate this is compensated for by the additional Artillery Support from the attack bonus. The powerblob also benefits as all they'll be doing is running for the first turn or two anyway and the Demolisher is close-range, too.

Priest goes in with the huge blob that advance, soaking up fire whilst the big guns open up the bunkers (hopefully). With all those power weapons it would be nice to have Straken/Creed but will just have to make do. There's plenty of shooting to get rid of heavy infantry without having to rely on S3 power weapons.

Lots of points tied up off the table for the first turn (700 ish) so the Astropath is pretty vital.

The Manticore and Demolisher don't have any protection, so hopefully will have done their damage before anything long range or outflanking/deep-striking gets them!





Monday, 15 August 2011

New 40K Scenario

Warhammer 40,000 Scenario:

Fortress Assault:


Notes:


This scenario is supposed to feel like a combination of a Planetstrike mission and a normal 40K objective based game used to recreate a desperate last stand or all-out attack on a well-defended position.
I have tried to balance it as best I can without play testing and will edit the scenario after playing through it if anything seems out of line, however it isn't really supposed to be very balanced but thematic and a bit different.


The Scenario:

Cut-off, surrounded and out of time; the defenders of an isolated fort steel themselves for death or glory.

Objectives:

There is one objective. The defender can place this objective anywhere in their deployment zone that is on the ground-floor and more than 12" away from a table edge.
- Any non-vehicle unit in the defending army counts as scoring.
- Only Infantry from the Troops or Elites sections count as scoring for the attacker, but any unit can contest.

Game Length:

The game will last 6 turns then roll at the end of turn 6; on a 4+ the game continues for Turn 7.


Victory Conditions:

The player that has at least one scoring unit and no enemy units within 3" of the objective at the end of the game wins.

Special Rules:

Backs against the wall:
The fort has only one approach, and one way out. Units using the Outflank special rule can arrive anywhere but in the defenders deployment zone. Units deep-striking are not affected by this.

Attacker and Defender:
Each player receives different bonuses if they are attacking or defending. Players agree who will be attacking and who defending, then army lists are written then terrain is placed.

Deployment:

The defenders deployment zone is as follows (assuming 6'x4' board):
Choose a long table edge and measure 4' (48") along from a corner, then measure 2' (24") along the short edge adjacent to the corner chosen across to the 4' mark. The area this decribes is the defenders deployment zone.
The attacker can setup anywhere along the opposite long & short table edges, not more than 12" from either edge.



6x 6" Barbed/Razor Wire sections and 2x or 4x Craters can be placed in the no man's land between the two deployment zones; divide the number terrain in half and roll off to place each terrain piece in turn, at least 5" from another terrain piece (Wire or Crater). No other terrain may be placed in no man's land.

The Defender can place any terrain in their deployment zone as they wish.

Both players then scatter terrain randomly in the attackers deployment zone.

Reserves:

Any unit from either player may enter reserves. Units may use any special deployment ability they are normally allowed to use, however the only way attacking units can arrive from reserves inside the defenders deployment zone is by Deep-Strike.
The defenders reserves arrive anywhere along their long table edge.

First Turn:

The attacking army takes the first turn but must deploy their army first.


Defender:

2x AV13 Bunkers (20 model capacity, 10 fire points) set up along the defense line by the defender.
Bunker ignores stunned/shaken and can take 3 weapon destroyed/immobilised results before being wrecked. Bunkers are equipped with a Search Light which cannot be destroyed.
2x BS2 Quad-Autocannon AV10 guns can be set up by the defender.
2x BS3 Lascannon AV10 guns can be set up by the defender.
All automated defences will shoot at the closest target in range & line of sight unless there is a friendly infantry unit with a model within 2" of the gun.
1x AV14 Bastion (Rules as Planetstrike) can be set up by the defender.
Any number of Aegis defence lines can be used by the defender.

Attackers:

The attacker can choose one of the three following bonuses:

1:- Wave Assault:
Any Troop units that cost 18 points per model (divide total unit cost, less any dedicated transports, by the number of models in the squad) or under that are completely destroyed can be brought back on anywhere in the attackers deployment zone, not further than 12" from an edge. The unit can shoot (counts as moving) or run, and can only assault if the unit has fleet. Dedicated transports cannot be brought back. Units cannot use any special deployment ability if brought back.
Additionally, all Infantry models (of any cost) are armed with S7 krak grenades.

2:- Planned Attack:
The attacker receives an additional 250 points.
One unit can be given Outflank.
Attacker chooses when their reserves arrive.

3:- Seige Experts:
The attacker can fire their off-map artillery in the shooting phase using the following profile:
Name:                Range:        Strength:   AP:   Type:                                              
Artillery Support  0"-Unlimited        9           3      Ordnance Barrage (3), Large Blast* 
*Always scatters, even on HIT. May never deduct BS from shot.
Additionally, the game begins with Night Fighting in effect for Turn 1. At the end of Turn 1, the defender rolls a D6. If the dice score is 3 or more, Night Fighting stops.
If Night Fighting continues it will automatically stop at the end of Turn 2.


Saturday, 13 August 2011

Writing Army Lists

“The general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory and few calculations to defeat...”

-Sun Tzu, the Art of War






For most of us hobbyists, writing an army list is an important part of the Warhammer 40,000 experience (hey, that sounds like a prog-rock album!).



There is any number of combinations of units in any given codex for any given points value and combined with the same for your opponent means that you really can make every 40K game different.

Now, some gamers write their lists after they know what the opponent is taking, in order to gain advantage over them in the list writing ‘phase’. This is cheating in my eyes. You are gaining an unfair advantage that, unless agreed beforehand, will make the game fun for you but not fun for your opponent. Writing an army list should be done before you do anything else.
I have even seen some gamers wait until their opponent has finished their list and has taken out all their models so they know exactly what they will be facing and then make their list.
I do not mind when you only know which codex you are facing as there are multiple army configurations that can be made from each book, as long as the opponent is allowed the same courtesy.
On a more positive note, it can be entertaining to try to beat an army list by tailoring as long as both players agree to it at the start.

Rant over; on to the meat of the topic.

When writing an army list out, I usually like to take a balanced ‘takes-all-comers’ approach. This means that the army I am writing will be able to handle whatever the opponent has to offer and should not be caught out by things like Monoliths, Land Raiders, Feel No Pain Terminators, Horde Orks, etc, as the list has all the tools required to deal with them.

Below is a list of things I like to consider when writing a list. I will give a brief explanation below.

-         Does my army have enough anti-infantry (Heavy/Medium/Light) capability?
-         Does my army have enough anti-tank (Heavy/Medium/Light) capability?
-         Can my army take and hold objectives?
-         Can my army eliminate back-field artillery and support units?
-         Am I able to damage AV14?
-         Does my army need reserves?
-         Does my army have any anti-psychic defence?
-         Does my army have too many ‘easy’ Kill Points?
-         Do I have any non-LOS firepower?
-         Do I have enough redundancy?

You may find that some units can cover more than one of the above which is fine.


Anti-infantry:

This includes close combat units with multiple attacks, rapid fire weapons, multiple-shot heavy weapons, large and small blast weapons and template weapons, all of which can kill or at least damage, squads of infantry.

You need to account for different types of infantry; Heavy (2+ saves) Medium (3+/4+ saves) and Light (5+/6+ saves). Most ranged weapons that kill Heavy Infantry will also kill Medium or Light infantry as well but you pay more points for those weapons and firing them at Light infantry can be a wasted opportunity. This is the same with dedicated assault units with Power Weapons; great against Heavy Infantry, overkill against Light infantry.

Getting the right mix here is key.


Anti-tank:

Tanks in this case being anything with an armour value (AV) so Land Speeders, Dreadnoughts, etc, all fit in here.

As a general rule, I like to be able to damage (i.e. penetrating or glancing) at least 3 vehicles every turn with shooting, including one heavier vehicle (AV13+). Be wary, as anti-tank weapons and units tend to be on the expensive side, so loading up with too much can leave your list vulnerable elsewhere.

In 5th Edition, multiple S7 or S8 shots is the most effective way of damaging most tanks, bar the heavier battle tanks with 13 or 14 front armour. Multiple shots are important due to the likelihood of the enemy receiving cover saves, which is usually 50% of your shots saved so the more shots you fire, the more chance there is to do damage.

Anything with a +1 on the vehicle damage table is also golden, increasing the chances of destroying a vehicle with a penetrating hit from 33% to 50%. Meltaguns are the current favourite.

As an added bonus, most anti-tank weapons are also dual-purpose for targeting enemy Monstrous Creatures and powerful characters.



Objectives:

Two out of every three missions from the 5th Edition rulebook involve holding objectives by having a scoring unit within 3” of the objective and no enemy units within 3”.

As almost all scoring units are Troops and Infantry, it pays to make sure your army has enough to compete. If you only bring two 5-man scout squads to a party, that is only two objectives you can control, and those scouts will go down fast.

Now, it very much depends on the army you play as to how many you should take. Imperial Guard, for example, have very squishy, basic infantry so you’ll want a fair number of them to stand a chance. Dark Angel Deathwing Terminators, however are a much tougher unit and can be relied upon more to last out under fire or assault.

As a very rough guide, I like 2 scoring units per 750 points, minimum, so at least 4 for a 1500 point game.

Speed: worth mentioning in the same section as the objectives as a slow-moving army will find it difficult or impossible to reach objectives placed in your opponents half of the table. By the same token, fast enemy units become more of a priority target for shooting or assault to deny them access to your own objectives.

Mechanised, outflanking, infiltrating, scouting and deep-striking all have the potential to get where the slower elements of your army cannot.


Eliminating backfield units:

Some armies you face have access to powerful artillery and support units, things like Devastators/Long Fangs/Manticores/Broadsides. These are usually protected by being at the back of the army, covered by the rest of the units in-front.
It is important not to forget about these types of units as left undisturbed can really swing the course of a battle.

Long range shooting, infiltrating, deep-striking and scouting/outflanking are all things to be considered here – being able to by-pass the covering units in front and hit the more vulnerable units in the backfield is a major asset to most lists. Fortunately the units that can do this role can also then be purposed for other tasks as needed; contesting objectives, anti-tank, anti-infantry, etc.

AV14:

Being able to harm AV14 is a major boost to any list. It is the hardest armour you can face in the game so, if you’re equipped to deal with it you can also deal with anything less well-armoured.

The most obvious application is stopping a Land Raider full of Assault Terminators from being able to pick & choose where they get to assault. Leman Russ tanks can really put the hurt out at range, and being able to neutralise them early on will give you an advantage.

Reserves:

In my mind, there are two main types of reserves; offensive and defensive. Offensive reserves may include deep-strikers and outflankers – hitting your enemy from an unexpected or vulnerable position. Defensive reserves can be counter-assault elements, or scoring units held safely off-board to control objectives towards the end of the game.

Reserves are unpredictable however, as you rely on a single dice roll each turn. Some armies have access to units or upgrades that give bonuses to reserves but these may be too expensive if you only plan on using one reserved unit.

Reserving your entire army can be useful for denying enemy shooting armies a turn of firing if you find yourself going second to say, Imperial Guard. Coming on and getting off the first shots can be crucial but you are risking your army turning up piecemeal and getting cut down rapidly.

Anti-psychic defence:

Fairly niche but increasingly more important; does your army have access to units or Wargear to deal with psychic powers and the psykers that use them?

Some armies, like the Imperial Guard, have no psychic defence whatsoever. Some, like Grey Knights, have too much!

If you don’t have anything specifically suited for the task, then your army has other ways of dealing with psykers. This will probably involve either shooting or assaulting them!

Easy Kill Points:

Again, this is not something that should show up all the time but is definitely worth considering as one third of missions are won on Kill Points.

This is being aware of say, three squads of three Ratling Snipers will almost certainly give up their Kill Points during a game, whereas one squad of nine has the same firepower but is only worth a single Kill Point if destroyed.

Non-LOS:

Another niche category as not everyone has access to non-LoS (i.e. does not need to see at a target to shoot; barrages, etc) weaponry.

It can be a very useful tool for forcing your opponent to come to you, or diverting resources to dealing with these units that would otherwise be spent attacking your main force or contesting objectives. Static armies in particular that can often be out-manoeuvred by a faster force, jumping from cover to cover, can really benefit from non-los shooting; giving the enemy literally nowhere to hide!

Redundancy:

In short, redundancy is not putting all your eggs into one basket.

By having multiple units suited to a specific role you can be surer that what needs to get done gets done. For example, if for some reason your entire army’s anti-tank comes from one 5-man combat squad of Space Marines with a Lascannon, and they miss, then you’re boned. If you had two or three such squads then if the first one misses, or fails to damage then you can try again to ensure that the tank/transport is damaged/destroyed.

Certain armies do redundancy much better than others; Imperial Guard is probably the best at this as all the units are relatively cheap, so you can have more of them. Space Marines can do it quite well, too, as all their troopers have anti-infantry weapons, krak grenades for anti-tank and a variety of special and heavy weapons.

Putting it all together:

Trying to fit everything you want into one list isn’t always possible, or practical. It takes practise to put together a well-balanced list, but once you’re there you shouldn’t have to rely on what other people on the internet say is the ‘best’ list for your army. Any list you are comfortable with and know inside-out will do well (dice gods smile upon thee) and you should be prepared for whatever you may face.

Now, this is all based on my own personal experience so feel free to adapt/ignore anything I’ve said if you’re not comfortable with it. Knowing your own army’s limitations is more important than turning up with a copy-paste list that the internet says is super-awesome.


Wednesday, 10 August 2011

Imperial Guard Artillery




Imperial Guard Artillery:

Note: throughout this post I refer to ‘artillery’ – note this is not the unit type Artillery (WH40K Rulebook) but just a blanket term used to refer to the non-Leman Russ vehicles in the Heavy Support section of Codex: Imperial Guard.


Hydra Flak Tank.

The Hydra in the fluff is the primary mobile anti-air defense of Imperial Guard armies. On the tabletop it has a wide selection of possible targets thanks to the decent Strength and rate of fire of its main weapons.
One of the cheapest and most effective tanks in the codex, you can purchase a squadron of two Hydra’s for the cost of one basic Leman Russ tank – I would not recommend squadrons of three tanks until you hit higher points levels (2500+) but squadrons of two kick out some serious firepower.  

The Hydra is packing two long-range, twin-linked autocannons as well as the ubiquitous hull mounted weapon. Having two main weapons means that unless you want to sacrifice 50% of your firepower your Hydra will be staying stationary. This means good deployment is essential – get this tank a good field of fire along the paths you think the enemy transports will be heading and leave it there.
Unlike most of the other ‘traditional’ artillery pieces, the Hydra needs line of sight to its target – this also means it has to be in harms way. This is compensated for by being very cheap.

It is also worth mentioning the Hydra’s special rule that allows any shots fired by the Hydra to ignore cover saves for turbo-boosting/moving flat out. Sounds great in theory, however bikes and most skimmer models tend to be relatively small and easy to give a 4+ cover save to; even without zooming around – so you will not get to use this rule as often as you’d like.

I would also recommend taking a hull mounted heavy bolter, rather than the flamer – the tank will hopefully be stationary for the whole game shooting at targets that the heavy bolter can actually damage and can still take advantage of the special rule.

It’s also worth a mention that as of this date, GW do not currently sell a plastic Hydra model, so if you want ‘official’ then it’s the forgeworld one (which does look awesome) or convert your own. Or wait.

Targets:
Transports, monstrous creatures, light tanks, infantry.

Loadouts:
-         Hull heavy bolter/flamer
Or
-         2x Hydra
-         2x Hull heavy bolter



Manticore Rocket Launcher.

The Manticore is one of the best* tanks available to Imperial Guard players. Almost a no-brainer choice for one Heavy Support slot and should always be, at least, considered for inclusion in any army.
Like most Imperial Guard artillery, it is a stupidly powerful main weapon system mounted on a fragile chassis and will need a modicum of protection by infantry or other friendly units to get the most out of it turn after turn.

So first off, the bad points;
-         It has Limited Ammunition, so you can only fire the main weapon four times.
-         It has a random number of blasts per shot, so you can never be quite sure what’s going to happen.
-         You cannot take squadrons of Manticores – 1 per Heavy Support slot.
-         It has an AP of 4, which isn’t great.
-         Mounted on a fragile Chimera chassis.
Now the good points;
-         S10 Ordnance – dominates long range anti-tank work; especially at AV14 and can Instant Death those pesky T5 models from the other side of the street.
-         Multiple large blasts per shot (between 4 and 12 per game) for increased accuracy and forcing saves on tough infantry.
-         It has a relatively small minimum range, can be fired directly and has a massive maximum range.
-         Only 10 more points than a standard Leman Russ tank.

To address some of the bad points; the Limited Ammunition rule isn’t so bad – if your opponent has not destroyed your Manticore after 4 turns of firing chances are its done its job and weakened the enemy sufficiently. Chances are even higher they’ll make it a priority target in the next game though! The AP is mostly negated by having multiple blasts – forcing more saves on a unit to increase casualties and the fragile chassis can be hidden behind terrain for barrage firing.

There are times when it will let you down – like most things in 40K – if the dice are poor. I haven’t found this happens very often; maybe once in six games it will fire one shot each turn which will miss. Such is the price we pay for an otherwise excellent vehicle.

Targets:
Heavy vehicles, everything else except small units of 2+ save infantry and 2/3+ save monstrous creatures.

Loadouts:
-         Hull heavy flamer.

* There is no ‘best’ tank, only the one used properly at the right time. However, the Manticore is excellent pretty much all the time.



Deathstrike Missile Launcher.

For a tank that’s sporting the most destructive weapon system in the entire game, it’s a massive let-down. For those of you reading this that like to win when you play and enjoy squeezing out efficiency and reliability from your lists, look away now. For those that play Apocalypse, enjoy a fun, fluffy, relaxed game, which enjoy having a handicap or just want to give some of the old codex books a chance, then this tank might appeal.

It has a one-shot weapon, which is fired randomly from the second turn onwards.

Chances are good that it will fire at some point in a game unless your opponent has dedicated anti-artillery units (i.e. Wolf Scouts). Even if it does fire, it is normally mid-late game when the enemy is likely to be spread out and not at full strength and there’s still a chance it will just scatter off and miss completely.
If it does fire early, you roll well for the size of the blast and get it on target then there shouldn’t be much left standing after the smoke has cleared.

The Deathstrike cannot be taken in squadrons.

Targets:
Right in the middle of the most expensive bunch of nasty things your opponent has left.

Loadouts:
-         Hull heavy flamer.



Ordnance Battery.

The following artillery units can all be taken in squadrons of up to three vehicles and you can mix different units within a squadron.
I would recommend against the latter course of action – all the artillery have different ranges and optimal targets as well as some being able to direct-fire and some not. If you are going to run a squadron, don’t mix vehicles.

Also please note that all the vehicles below are Open-topped. Do not forget this when your opponent comes to shoot/assault them as the +1 damage modifier means a lot.

All vehicles also come with smoke launchers and searchlights.

Squadron upgrades:
The following upgrades are bought for the vehicles in a squadron.

Note: it is all too easy to spend lots of points upgrading vehicles in the Imperial Guard. I would recommend taking the bare minimum to allow for more points to spend for the rest of your army (i.e. 3x Extra Armour and 1x Hunter-killer missile are as many points as a Chimera – The extra Chimera is always more useful than those upgrades for a goodly number of reasons)

Camo Netting:
The Vehicle gains the Stealth USR if it remains stationary. On the surface this appears to be an excellent upgrade for (mostly) static artillery, further increasing their survivability. There are drawbacks. First and most importantly of all is the cost; it’s just too many points to spend to make a fragile vehicle a bit less fragile (in the right circumstances). Secondly; the vehicles this is best to take on (indirect firing ordnance) should either be hidden away or at least in cover anyway.

Enclosed Crew Compartments:
This upgrade increases the vehicles survivability by removing open-topped. It does not change any of the armour values however, so the tanks are still relatively easy to destroy. This upgrade should only go on vehicles that need line of sight to fire (and so will be seen by the enemy). It is worth considering if you have spare points and the vehicles you put it on are important to your army.

Extra Armour:
Really not worth the points on any vehicle that is not transporting an assault unit, and the ordnance tanks most certainly are not. Save points, don’t buy.

Hunter-killer missile:
Another over-priced upgrade; for the same amount of points you can get another special/heavy weapon in the rest of your army that can fire every turn.

Dozer blade:
This is another almost totally useless upgrade for static tanks. Unless you play a lot of Cities of Death missions and are using direct-fire tanks avoid this upgrade.


Griffon.

-         Griffon Heavy Mortar

At first glance, the Griffon appears to be nothing special and new players would be forgiven for overlooking it in favour of the more obviously destructive artillery pieces. The Griffon is one of my personal favourites however, for two very good reasons:
-         it is stupidly cheap
-         it has re-rolls to hit
Because it is so cheap, this is a vehicle that I would definitely recommend putting in a squadron; two tanks will be fine – and do a lot of damage.

Let’s take a look at the weapon; it has a close-in minimum range and a max range of a lascannon and cannot fire directly. This is actually a very small threat radius for an artillery tank compared to the others but this is mitigated somewhat because almost all IG opponents advance towards you - staying at range is pretty futile.
It has a Strength of 6; nothing spectacular here but S6 is enough to wound 90% of infantry models on a 2+. Because it is Ordnance Barrage you get to roll 2D6 (pick the highest) + 6 vs. side armour of tanks which is well worth remembering.
It also has an AP of 4; pretty poor when compared to the other artillery pieces. This is rarely a problem, however due to the mortar’s special rule allowing re-rolls to hit and taking multiple Griffons you can end up forcing so many saves on a squad of Marines that there will be a lot of fails.
For example; a ten-man squad of Space Marines has just had to disembark from their Rhino which was just wrecked by something else in your army. Your squad of two Griffons now open fire on the tightly-packed squad – let’s be generous and say that both shots hit every Marine for 20 hits. 2+ to wound say around 17 saves… that should be about five dead Marines (unless you’re me, who could probably fail all of those) and a pinning test at -1. That’s not bad at all for an AP4 weapon. It also gets better as you need never worry about shooting a squad of Marines that would get a cover save, as they will be taking armour saves instead.

Targets:
Infantry, light vehicles & vehicles with low side armour.

Loadouts:

-         Hull heavy flamer
Or
-         2x Griffon
-         2x Heavy flamer


Basilisk.

-         Earthshaker cannon

The Basilisk used to be a pretty standard choice for lots of Guard armies - now; not so much. The Basilisk suffers from “jack-of-all-trades-master-of-none” syndrome. Like the Manticore, the Basilisk has a wide range of targets that it can hurt. It has enough strength to penetrate Land Raiders and with AP3, seems like a decent choice to fire at squads of heavy infantry.

One of the major drawbacks this tank has is the massive minimum range if firing indirectly. This means that you’ll have to put this tank in harms way if you are going to be reliably firing turn after turn.
The other drawback, related to the minimum range, is the prevalence of cover saves in 5th edition. The AP3 isn’t as painful as it should be if your target is in cover. If you fire indirectly, the cover save is taken from the centre of the blast and area terrain grants cover universally, but you will almost certainly not be firing indirectly most of the time.

The Basilisk is cheap enough to squadron up although this does get expensive, but the points you spend on these tanks could be spent elsewhere to do the same job more reliably.

Outside of Apocalypse games where you can use the Basilisk to its full potential, there are few scenarios where I would want one of these tanks over say, a Leman Russ tank; for an extra 25points you get a gun with one less point of strength, but mounted on a much, much more durable chassis.

Targets:
Infantry, vehicles.

Loadouts:

-         Hull heavy flamer.
Or
-         2x Basilisk
-         2x Hull heavy flamer.


Medusa.

-         Medusa siege cannon

Another new addition to the 5th edition Codex: Imperial Guard, the Medusa mounts what is essentially a longer range demolisher cannon. Fantastic, although there is a caveat: no indirect fire. This means your tank will need to be able to see what its shooting – no hiding safely behind buildings for this tank – putting it in range and sight of the enemy AT assets from the word go. Therefore this is definitely a tank I would recommend the enclosed crew compartment upgrade for. It does make an already expensive vehicle more expensive but you can guarantee there will be a lot of fire coming their way so the extra protection is welcome.

The siege cannons have the same targets as the demolisher cannons, which is pretty much anything. AV14, Terminators, it’s really not that fussy. Point, shoot and kill.
Cover saves really should be mentioned (again) as that lovely AP2 can go to waste if not used properly, and even then it can be tricky to find a target that won’t get a cover save.

The Medusa is also capable of being upgraded to fire the bunker buster munitions to make it one of the most fearsome tank-hunters in the game (10 + 2D6, AP1, Blast – ouch!). Note that this replaces the usual large blast, etc, you cannot change the type of shells you fire mid-game.

If you can park the Medusa somewhere which will grant it a cover save, with good lines of fire and a supporting unit or two then you should be laughing. Your opponent, however…

Targets:
Heavy vehicles, heavy infantry, everything else.

Loadouts:

-         Hull heavy flamer
Or
-         2x Medusa
-         2x Heavy flamer
-         2x Enclosed Crew Compartments
-         (optional) Bunker buster ammo




Colossus.

-         Colossus Siege Mortar

The Colossus is a specialised piece of equipment; perfect for taking out 3+ save troops hiding in cover in the enemy backfield (Long Fangs, Heavy Weapon Teams, Devastators, Havocs, Troops guarding objectives, etc).
The Siege Mortar cannot fire directly and has a minimum range equal to a boltgun max. range. This is painful when the entire enemy army is hidden away in transports and driving at your lines as fast as possible - you may not even get a chance to fire it!

Against a more ‘balanced’ or takes-all-comers list, the Colossus should have targets to fire at most turns. Against a fully ‘mech’ army you will have to dedicate enough fire to the transports to force the infantry out before you fire the Colossus.

Like almost all of the artillery, it is a bit of a glass-cannon. Incredible anti-infantry firepower, mounted on a fragile, open-topped chassis. It is also rather expensive and only taking one of these is asking for bad scatter rolls to ruin your fun.

The major downside to this particular piece is its specialised role can be filled by other units in the codex that are usually cheaper, tougher, not in a Heavy Support slot or all three! You can also get the same effect (or better) with a squad of two Griffons. The Griffons are more likely to hit (re-rolls) and should do twice as many wounds as a single Colossus which means the negating cover doesn’t really matter – pour on enough wounds and the targets will go down just the same.

Targets:
Infantry in cover, infantry, light vehicles.

Loadouts:

-         Hull Heavy Flamer