I ended up getting pretty wiped out by a wedding on Sunday that was really nice, but had way more people than I expected, and thoroughly overwhelmed my capacity for extroversion, so I didn't really get any of the modeling/painting I was hoping for done, so no Modeling Monday post.
But Greggles just announced DreadTober, a Walker-painting event, and I've got a Bjorn sitting around primed, so I figured I'd get in on that, get myself a little more visibility in the 40K Blogosphere.
Also, I ordered a couple of Blood and Skulls Industry's 6 wheeler conversion kits for the Tauroxen I've got lying around, and they also sent me this little pack of skulls, I guess as a sampler or something. 8 of them, perfect for Blood Tithe markers once I get them painted up!
Hopefully more modeling/painting progress and maybe a BatRep sometime later this week. Y'all have a good one!
Tuesday, September 29, 2015
Friday, September 25, 2015
Necron Days and RavenWing Knights
One of my regular Opponents wanted to try a Game against a fairly hard RavenWing list, so I pulled out all my half-finished and unpainted Bikes to give it a go. No pics, because like I said, unfinished Models and Proxies and such (plus poor lighting at his apartment), so this isn't really a BatRep, but more of a review of the RavenWing Knights, Support Squadron, and Nephilim Jetfighter.
Even using my unfinished Bikes, and proxying Storm Talons as a couple of Nephilims, I didn't have quite enough to fill out 2K properly, so I tooled up the Black Knights all the way: Full Squad, Champion, Apothecary, Banner, 1 Grenade Launcher.
My first Turn, I had a pretty long Charge lined up for them, so I didn't bother shooting. Did cast Righteous Repugnance on them, tho, and made the Charge thanks to Sammael's Warlord Trait. Necron Wraiths are tough. Even with 30 S5 Attacks on the Charge, plus a few more from Sammael and a couple of Hammer of Wraths, I only managed to drop two of the three. Next Turn, I put one Wound on the last one, which was perfect, because then I got to Hit & Run 19" out of there thanks to the RavenWing Banner!
Second Turn, I lined up on Orikan and his Squad, wanting to take him down before he hulked out. Other than my Librarian killing himself with his second Perils in three Powers (I totally forgot that I could have taken FNP against those), and forgetting to fire the Stasis Grenade first (only Orikan was left by that point, and it scattered off him. If I'd fired it when there were still 10 Immortals spread around him, it would have been almost impossible to miss), it went off perfectly. Gunned down all the Immortals, and then it took all those Attacks to drag Orikan down.
This then left my Knights sitting in the open near a bunch of Warriors. Think basic firepower wouldn't do more than drop a couple, I didn't bother Jinking, but then my Opponent got ridiculously jammy (14 Saves forced by a single Squad of 10 Warriors!), and I screwed up my positioning by leaving my Apothecary closest, and he managed to wipe the Squad just with massed Gauss fire.
Overall, I was very impressed. They basically died because I got overconfident with them, but they did a pretty ridiculous amount of damage, given the insane durability of Decurion Necrons.
The Nephilims were kind of underwhelming. Not bad, but I feel like three Storm Talons would have done rather better, for just 5 Points more. Being able to re-roll their Jink Saves thanks to RavenWing is very nice, but because almost none of their firepower is Twin-Linked, it really hurts them in the Turn after. The firepower is also kind of lacking as Anti-Vehicle/Anti-Air. Certainly better than it was in the previous Edition, but not really where it needs to be. It took both of them to down a single Night Scythe, even with my Opponent failing all his Jink Saves. Did rather better as Anti-Infantry Ground Attack; Strafing Run plus that loadout makes it pretty good at taking on Necron Warriors. If they could get the TL Lascannon as a replacement for the Heavy Bolters instead of the Bolt Cannon, I think it would be a much more effective dogfighter.
(Double checking that just now, I realize that I accidentally cheated. I thought both variations had Hover, but I see now that only the Dark Talon does. Oops.)
The Support Squadron was excellent. I never did get a chance to use RavenShield, but the ability to keep the regular Speeders screening the DarkShroud was great. I would have lost that thing way sooner without that. Three Typhoons is a pretty nice load of firepower, but I think I may want to go with Assault Cannon Tornadoes instead. To get good use out of the DarkShroud, I need to get up close, and the Typhoons want to hang back.
In general, I lost the Game because I've been playing my DK and SW too much lately. I got way too aggressive, and ended up spending too much time in that short-ranged firefight zone that Necrons like so much. I should have used my speed more to hang back at the edges of my Range and pick away for a couple of Turns, and then rushed in Turn 3 or so. I also probably should have Combat Squadded. With only 5 Units and a couple of Flyers, I was really inefficient at dealing with my Opponent's greater number of Units, and he had a bunch of things left at the end that were just 1-3 Models strong, but I couldn't justify throwing an entire Bike Squad at them. If I'd had a few solo Attack Bikes and a bunch of 3-man Bike Squads, that would have let me clear off a bunch of those little dudes, and clear off the Objectives they were holding.
Time to get back to work on painting up this Company Master. Hopefully I'll have him done in time to do a Modeling Monday post.
Even using my unfinished Bikes, and proxying Storm Talons as a couple of Nephilims, I didn't have quite enough to fill out 2K properly, so I tooled up the Black Knights all the way: Full Squad, Champion, Apothecary, Banner, 1 Grenade Launcher.
My first Turn, I had a pretty long Charge lined up for them, so I didn't bother shooting. Did cast Righteous Repugnance on them, tho, and made the Charge thanks to Sammael's Warlord Trait. Necron Wraiths are tough. Even with 30 S5 Attacks on the Charge, plus a few more from Sammael and a couple of Hammer of Wraths, I only managed to drop two of the three. Next Turn, I put one Wound on the last one, which was perfect, because then I got to Hit & Run 19" out of there thanks to the RavenWing Banner!
Second Turn, I lined up on Orikan and his Squad, wanting to take him down before he hulked out. Other than my Librarian killing himself with his second Perils in three Powers (I totally forgot that I could have taken FNP against those), and forgetting to fire the Stasis Grenade first (only Orikan was left by that point, and it scattered off him. If I'd fired it when there were still 10 Immortals spread around him, it would have been almost impossible to miss), it went off perfectly. Gunned down all the Immortals, and then it took all those Attacks to drag Orikan down.
This then left my Knights sitting in the open near a bunch of Warriors. Think basic firepower wouldn't do more than drop a couple, I didn't bother Jinking, but then my Opponent got ridiculously jammy (14 Saves forced by a single Squad of 10 Warriors!), and I screwed up my positioning by leaving my Apothecary closest, and he managed to wipe the Squad just with massed Gauss fire.
Overall, I was very impressed. They basically died because I got overconfident with them, but they did a pretty ridiculous amount of damage, given the insane durability of Decurion Necrons.
The Nephilims were kind of underwhelming. Not bad, but I feel like three Storm Talons would have done rather better, for just 5 Points more. Being able to re-roll their Jink Saves thanks to RavenWing is very nice, but because almost none of their firepower is Twin-Linked, it really hurts them in the Turn after. The firepower is also kind of lacking as Anti-Vehicle/Anti-Air. Certainly better than it was in the previous Edition, but not really where it needs to be. It took both of them to down a single Night Scythe, even with my Opponent failing all his Jink Saves. Did rather better as Anti-Infantry Ground Attack; Strafing Run plus that loadout makes it pretty good at taking on Necron Warriors. If they could get the TL Lascannon as a replacement for the Heavy Bolters instead of the Bolt Cannon, I think it would be a much more effective dogfighter.
(Double checking that just now, I realize that I accidentally cheated. I thought both variations had Hover, but I see now that only the Dark Talon does. Oops.)
The Support Squadron was excellent. I never did get a chance to use RavenShield, but the ability to keep the regular Speeders screening the DarkShroud was great. I would have lost that thing way sooner without that. Three Typhoons is a pretty nice load of firepower, but I think I may want to go with Assault Cannon Tornadoes instead. To get good use out of the DarkShroud, I need to get up close, and the Typhoons want to hang back.
In general, I lost the Game because I've been playing my DK and SW too much lately. I got way too aggressive, and ended up spending too much time in that short-ranged firefight zone that Necrons like so much. I should have used my speed more to hang back at the edges of my Range and pick away for a couple of Turns, and then rushed in Turn 3 or so. I also probably should have Combat Squadded. With only 5 Units and a couple of Flyers, I was really inefficient at dealing with my Opponent's greater number of Units, and he had a bunch of things left at the end that were just 1-3 Models strong, but I couldn't justify throwing an entire Bike Squad at them. If I'd had a few solo Attack Bikes and a bunch of 3-man Bike Squads, that would have let me clear off a bunch of those little dudes, and clear off the Objectives they were holding.
Time to get back to work on painting up this Company Master. Hopefully I'll have him done in time to do a Modeling Monday post.
Tuesday, September 22, 2015
The Perfect Is the Enemy of the Good
I had been planning to start this off with a BatRep featuring an old gaming buddy of mine who just moved back to town, but I keep stalling out on writing that up, and I figured it would be better to get something going here than to just sit around waiting until everything magically came together. So, instead, I'm going to kick this off with a bit of a ramble about perfectionism and trying not to get paralyzed by it.
I'm representing Khorne DaemonKin in the Elvensword Ambassadorial Tournament on October 10th. I just locked in my list last week, going with the following:
Combined Arms Detachment
55 Herald
58 8 Cultists
58 8 Cultists
170 Heldrake (BaleFlamer)
130 MaulerFiend
130 MaulerFiend
130 MaulerFiend
Blood Host (1 extra Blood Tithe per Turn)
* SlaughterCult (Units benefit from an extra Blood Tithe effect less than the paid for effect)
205 Chaos Lord (Juggernaut, Goredrinker, Axe of Khorne, Sigil of Corruption, Meltabombs)
80 8 Bloodletters
80 8 Bloodletters
185 5 Possessed, Rhino
160 5 Chaos Spawn
* Gorepack (Flesh Hounds gain Hammer of Wrath. Bikers gain Shred on their Hammer of Wrath Hits)
111 3 Chaos Bikers (2 Meltaguns, Champion with Combi-Melta & Meltabombs)
111 3 Chaos Bikers (2 Meltaguns, Champion with Combi-Melta & Meltabombs)
256 16 Flesh Hounds
80 5 Flesh Hounds
Is this perfect? Far from it. Is it even what I would ideally run within the Tournament's restrictions? Nope. But due to a bunch of Metagame factors, it's what I'm running.
"Metagame" is usually used these days to refer to the Armies and Units one is likely to see in a given setting, or as a shorthand for how casual or competitive a given setting is. In its broadest sense, however, it refers to all factors outside the Rules of the Game itself, and it's these factors that have pushed the list into this form.
First off, there are the additional Rules imposed by the specific event. The Ambassadorial Tournament has a couple of twists. The core restriction is that each Player may only use a single Codex, and each Codex may only be used by a single Player in each bracket. So it's gotta be pure DaemonKin. The next biggest impact on what I took was that no Forge World Units are allowed. If that hadn't been in place, you'd better believe there'd be a Brass Scorpion in there. The third big factor here is the Detachment limits. Three total Detachments are allowed, one of them must be a CAD. The overall Detachment in a Decurion-Class Detachment doesn't count, but each Choice within that does count as a Detachment, whether it's actually a Formation or just a single Unit. Without those requirements, I might well choose to ditch the CAD entirely, and just run the Blood Host, using the extra Points freed up to add more MaulerFiends, Flesh Hounds, Spawn, or Bikers, and trusting entirely to my ground game to hold out against Flyers.
Other restrictions are based on what Models I have available, or can get by the 10th. I only have a single Heldrake, and given what a nightmare it was to build and that I still haven't finished painting it, getting another ready to go by the 10th would be difficult at best. I also don't own a BloodThirster. I probably wouldn't use one as a basic Choice in the List anyhow, but a Biker Lord with the Axe of Ruin (Bearer turns into a BloodThirster when slain) is a great cheap Unit to fling at the Opponent to make difficult choices for them, and would give me far more utility than the Herald. But I don't have a Thirster for him to turn into, so that's not an option. I also only have three MaulerFiends, and none of them have Lasher Tendrils. A fourth would have strongly pushed me toward a double CAD build so I could run all of them, and probably just folding the Flesh Hounds into the CADs and ditching the Bikers as well.
The last big factor was time. I'm really not sure if the Blood Host is worth taking the Possessed and BloodLetters for. The extra Blood Tithe is great, but that's 345 Points worth of Tax Units, on top of the 171 for the Herald and Culties in the CAD. I'd been going back and forth on that, and if there had been more time, I might well have ended up with something more like:
CAD
JuggerLord
Biker Lord with Axe of Ruin
2x8 Culties
2 HelDrakes
5 Spawn
3 MaulerFiends
GorePack
2x3 Melta Bikers
15 Flesh Hounds
2x5 Flesh Hounds
Some sloppy shorthand there because I didn't have this one handy in a nice form to copy and paste, but you get the point. Basically only the Culties are chaff here, and even they can do some good by hiding in Reserves and holding Backfield Objectives in the late Game. But I didn't get enough testing in, and when the deadline hit, the first list is as far as my evolution had got to. This is also true on a smaller level, too. I've been constantly going back and forth on whether or not the Axe of Khorne is really worth the extra 15 Points over a Power Sword for the JuggerLord, which would also give him an extra Attack (and also let me get the big pack of Flesh Hounds back up to 16 for the sacred number), but wouldn't give him any at-Initiative AP2. Again, that's just where my thought was when the deadline rolled around.
Add in the option for Forge World stuff, and removing limits on Models I don't have, and the picture changes again, to maybe something like:
CAD
JuggerLord
2x8 Culties
HelDrake
4 MaulerFiends, 2 with Lasher Tendrils
16 Flesh Hounds
Brass Scorpion
There's actually one more class of Metagame considerations in play, which I didn't really give enough thought to when working on the list, which is the Scenarios that are being used. I generally play Maelstrom, but all of the Scenarios used for this Tournament are based on end-of-Game scoring. These lists all have a bunch of fast stuff that can run around and capture Objectives Turn-by-Turn, but not much that's good at just sitting and camping them, and the aggressive CC Playstyle the list demands doesn't always leave me with a whole lot left at the end to jump on things then.
The third Scenario has another twist as well: The Primary Objective is to clear out FOC sections, so if you wipe all your Opponent's Troops, that's 9 Points, if you wipe all their FA, that's another 9 Points, and so on. The catch is that any FOC area that you leave empty (except for LoW), your Opponent automatically scores. This was another factor that pushed me toward the Blood Host, because none of the KDK Elites are worth taking on their own merits, and I didn't want to leave any slots empty. On further reflection, I've gone back and forth on that, thinking that perhaps the free 9 Points I'd give up there would be worth it to make another slot that much harder to wipe out. But again, the deadline came down, and that's what I had.