Showing posts with label Tactica. Show all posts
Showing posts with label Tactica. Show all posts

Wednesday, June 22, 2011

Everyone's a king when there's no-one left to pawn - sacrificing units

But what do you do if the only things to sacrifice are Astartes?




Hey everyone,

So the post title is a lyric by Razorlight but I had to think a bit about sacrificing units in my game tonight against Blood Angels. It was an interesting list the my opponent brought and I had to really make some tough calls about which units to keep and which to lose.

My Deathwing 1500pt list took on a Blood Angels army consisting of:
- Astorath the grim
- 5 jump pack Death company (DC) with Lemartes (uber chaplain). All with power weapons.
- 5 jump pack Death company, all with power weapons.
- 5 terminators with assault cannons
- 5 lightning claw terminators
- 5 tactical marines
- Death company dreadnought with Blood Talons

Now this isn't a very balanced 1500pt force but it sure packs a lot of punch if it gets the charge on you. Plus the death company get furious charge, feel no pain, rerolls to hit when charging and rerolls to wound (plus Astorath makes the opponent, i.e. me, re-roll successful invul. saves). Very nasty.

I quickly realised when my early shooting phases didn't kill off the jump troops that I would have to sacrifice units while the rest of my army moved to deal with the threats of charging Blood Angels. The death company with those characters hit so hard on the charge that you're pretty much bound to lose a lot of guys, or the whole unit if you lay with Deathwing five man squads.

Thankfully I spent a lot of time talking with Old Shatter Hands about the necessary sacrifice tactics he played with when using Tau and having to block the opponent's movement. The Kroot bubble wrap, Piranha blocking and accepting one charge in order to prevent multi-assaults etc. were all in my mind during this game. The harder part is that I had to accept the loss of ~250pt units as part of my sacrificial strategy.

As it played out, I whittled down my opponent's non-DC force with firepower and focused assaults while I fed in two units and the librarian to control the rampaging Death Company attack on my left flank. My army as a whole mopped up the entire BA force through careful shooting followed by concentrated assaults, then brought the weight of thunder hammers to bear on the rampaging Death Company and special characters. I had to use the assault rules to my advantage when I charged into the existing combat by making sure that I only made it into base contact with one or two DC marines and not the characters, meaning the new attackers could only be hit by a few shots each time. In the end it paid off and the Deathwing cleared the table, losing two entire squads, the librarian and a couple of terminators.

The victorious Deathwing posing on the GW gaming table.





Sacrificial tactics.


So here is my take on the steps of sacrificing units.

Do you need to sacrifice something?
If you don't need to have a unit die for a greater purpose, don't put it in a place where it can die. Simple really but something that people (me included) forget at times. You should sacrifice things when they will help your overall strategy, save a better/more important unit, tie up an opponent's powerful unit or act as bait that puts him in a vulnerable position. Otherwise, I would try to keep your toy soldiers alive as much as possible. They can't help you if they die for no reason after all.


Which unit will you sacrifice?
There are two main factors to consider when it comes to choosing who will die for your victory.
- The first one is who is close enough to get into the right position. Clearly if you have only one unit that can block your opponent, they are the ones with heads on the chopping block. The more your forces are set to work together and overlap, the more choice you will have about who to use for your sacrificial strategy.
- The second is to choose the unit you can most afford to lose. Most of the time you will go for your more basic choices over the expensive elites (choosing scouts over losing a squad of terminators) but remember what each unit is capable of. Assault terminators can kill like nobody's business but if you have scouts on the objective near the end of the game and a dreadnought coming to get them off it, the terminators are perfectly viable to give up in exchange for the win. In my case I gave up a ranged Deathwing unit led by the librarian in order to allow my thunder hammer squads to get the charge on the DC marines, giving them better odds to win.


What is the purpose of the sacrifice?

This one is the really key point that you need to keep in mind when considering your tactical options. You must have a good purpose for your unit or you will simply be throwing them away, which makes your models feel sad ;-)

You can sacrifice for a number of reasons including:
- Stalling your opponent e.g charging a dreadnought with a mob of fearless orks. Even without a power klaw, those orks will last a long time. They can't hurt the dread but they have taken it out of the game for a number of turns. Unless it's a Blood Talon dreadnought it probably won't kill that many orks per turn and will spend the game locked in a combat it doesn't want to be in. The Tau under OSH are masters at this as the Piranhas, drones and kroot all stall your opponent to give more time for the shooting elements to do their work.

- Blocking your opponent's movement. If you have a unit of Furious charge Blood Angel terminators in a land raider, you have a threat range of about 20" (12" move, 2" deployment, 6" assault). If I can move a unit in the way of the Land Raider you have to get past that first before getting into the assault you want to be in. Now I know that in this case my blocker would have to be a vehicle or the Land Raider could tank shock through, but the point stands. I've headed off a potential charge by Nobz with a couple of gun drones, letting me get the charge the next turn (plus another round of firing). Think about your opponent's likely avenues of movement when you start the game and plan on how to block them if you need to.

- Saving a more important unit from dying. Let's say I'm the one with a unit of Death Company led by a chaplain. If I get to assault, my damage output goes way up compared to if I am on the receiving end of an assault. In this case, I would happily sacrifice another unit to my opponent so that they are left close enough for me to get the charge on them (Note: This plays also into the bait tactic below). As mentioned before, you could also choose to save a scoring unit that is on an objective and might give up a very strong elite unit for this purpose. In the case of OSH's tau forces, he would give up a unit of 10 kroot (70pts) in order to save the squad of crisis suits (150+ pts) hiding behind them and let the army as a whole have more firing time. In my case, I let a character and a ranged unit take the killing charge of the enemy assault units in order that my counter-assault folks could return the favour.

- Baiting the enemy forces. Now this one is a tricky thing as it depends on your opponent wanting to kill your bait and expending effort doing so. The trick when baiting is to put your sacrificial unit in a position where your opponent can go for it, but will have to change his line of attack to do so. Putting a single dreadnought in line of sight of a broadside across the table is not bait most of the time, it's a target. Putting your expensive HQ unit (e.g. 3 Crisis suits + Commander) on one flank where your opponent can get to him if he just moves a couple of units is more like it. The idea with baiting is that you make his army start to act piecemeal, rather than as a whole. I will lose my bait, but you won't have the units that moved in position to deal with the rest of my army which is now moving to act on my plan. Of course, when doing this you should endeavour to use units and positioning that will be good even if the bait isn't taken. In my crisis suit example, if you ignore the suits, I'll be able to put a lot of fire on the flank of your force, which vehicles hate. Bell of lost souls did a good article with thoughts on baiting (http://www.belloflostsouls.net/2009/01/goatboys-40k-thoughts-for-week-baiting.html)



That's it from me for now. I'll probably post a little bit more this week but time is rapidly running out for me as I gear up to head off to a new country (Slovakia) and a new career (Teaching English). I fly out a week from now and it's both exciting and scary.

All the best

Pete


Wednesday, June 15, 2011

I hate it when people give up before they've lost.

My last opponent could take a lesson from this pooch.



Hey everyone,

So my Deathwing got to play in a 3k points game last night and it was mostly a lot of fun. I teamed up with the Tau player I played against last week to take on a guy with 3k of orks. It looked like it was going to be a really great scrap but sadly the ork opponent just started getting despondent and downhearted really early on in the game and it took me giving him tactical advice to get him to actually try and play again, which made the game drag a bit.

Essentially he was upset that our turn one and two shooting really smashed his ork forces and he didn't think he could get into assault with us. Instead of really making an effort to maximise his gameplay to at least do damage to us, even if he still lost, he seemed happier to mope about and just resign himself to saying that he brought the wrong army and that game wasn't really winnable.

Sigh.

My side was winning when we ran out of time (turn 4) in the overbooked GW gaming space but I'd almost got to the point when I was going to make him swap sides to take my Deathwing so I could unleash my inner ork and kick some ass ;-)

Battle Report


Army lists were (approximately as these are from memory)
- 1500 pts deathwing.
Belial, Librarian, Assault command squad (apoth, banner), 2 assault squads, 2 shooty squads)

- 1500 pts Tau
Farsight, bodyguard. 6 crisis suits (firestorm, BC&PR), 6 stealth suits, 48 fire warriors, 20 kroot, 8 pathfinders, 1 Piranha, 3 Broadsides, a bunch of drones, 2 devilfish

- 3000pts Orks
Ghazghull, PK warboss, 10 Lootas, 10 Burnas, 20 Nobz kitted out, 80 boyz, 2 trukks, battlewagon, killa kan, 8 warbikers, Looted wagon with boomgun.




Basically the battle was a turkey shoot in turn 1 (understandable) and for turn 2 my opponent liked my advice to use the devilfish and drones as blockers (thanks Old Shatter Hands) so we could funnel the orks towards us and slow them down. It was pretty successful and our opponent didn't really hit us with enough to truly cripple us though I think he could have killed off the Tau player's flank if we'd had time for another turn or two (and if he'd been playing them like orks....as I would have).

His key problem was letting our shooting dictate his plan and footslogging ineffectively. If you're coming at us on foot, you should be moving and running as far and fast as possible from turn 1. When your trukk with Ghazghull and nobz gets stunned on turn 1 (leaving it in LOS of the broadsides again), you get that power squad of nobz out and get running as far forward as you can. You get your units into assault with the maximum prejudice and using cover as much as you can. Your killa kan should move and run from turn 1 too. If he loses the klaw, he's still on assault duty for taking out vehicles or tying up battlesuits in assault.

He chose to shoot with his boys mobs a lot more often than I would. In my book Boyz get to shoot when they are about to charge into assault, or for a turn prior if they are shoota boyz. Nobz don't shoot as their firepower is nothing compared to their ruthlessly powerful assault abilities. When you stop your boyz mob from running in order to take 2 rokkit shots (BS2) at the front armour of a devilfish (12) you've not really grasped where ork power lies. Also, a S8 AP3 large blast weapon should be aimed at the tightly clustered crisis suits to kill them with instant death instead of the 12 fire warriors nearby, no matter how cool it looks to cover 12 models instead of 3 and 2 drones.

When I got him to use his forces in a more effective manner (multi-assaults, using Ghaz's waagh, killa kan vs devilfish etc) the battle really jumped back into contention from where he seemed happy to leave it in turn 2.

It was still a fun game to play and it would have been nice if we'd had time to bring the game through a full turn 4 (we cut it short) and played turns 5-7. I think the orks would have probably lost, but they could have ripped up the Tau flank and it would have been an effort for the Deathwing to bring them down finally.



So don't let me see any of you blog readers giving up on games that aren't going your way. My charge to you is to persevere until the end. It ain't over until the last dice is rolled!!!

Pete :-)

Monday, March 28, 2011

1500pt Deathwing army list, transportable in 1 battlefoam tray ;-)

Happy monday everyone, So I've been gathering together various models and bits from friends and GW to put together my crazy-hybrid model set Deathwing army. I'm looking for some tactical thoughts on the loadouts for each squad, working within the limit of models I have/will get.



Models
- 1 Box 5 Grey Knight Terminators (GKT)
- 1 Box 5 Assault Terminators (AT)
- 2 Box 5 Space Marine Terminators (T)
- 1 Box 5 Wolf Guard Terminators (SWT)
- 3 single Assault on Black Reach Terminators
- 1 Captain Lysander model
- Bits from Dark Angel Sprues
- 5 robed tactical marines from DA sprues

Weapons
- 11 Thunder Hammers/Storm Shields (5 from AT, 4 from SWT, 1 from GKT, 1 from Lysander)
- 9 Lightning claw pairs (5 from AT, 4 from SWT)
- 3 Heavy Flamers (2 from T, 1 from SWT)
- 2 Cyclone Missile Launchers (T)
- 5 Assault Cannons (2 from T, 1 fromt SWT, 2 from Dark Angel Sprues)
- 5+ Chainfists
- 10+ Powerfists
- 15+ Stormbolters
- 2-3 Power weapons


Army List for 1500 pts

- Belial, probably equipped with lightning claws due to his high Initiative - 130pts

- Deathwing squad (215), 5 TH/SS, CML (20), Apothecary (30), Chapter Banner (25) - 290pts (Belial leads)

- Deathwing squad (215), 3 TH/SS, 2 LC, CML (20) - 235pts

- Deathwing squad (215), 3 TH/SS, 2 LC, CML (20) - 235pts

- Deathwing squad (215), SB/PW, SB/CF (5), 2 SB/PF, Assault cannon(30)/PF - 250pts

- Deathwing squad (215), SB/PW, SB/CF (5), 2 SB/PF, Assault cannon(30)/PF - 250pts

- 5 Tactical marines (90), meltagun (10) - 100 pts

Total = 1490 pts if I've added up correctly. I recall it being 1500 even when I last did it so may have mis-remembered a pt cost here or there. For 10 pts I'd probably add a couple more chainfists.

Basic Tactics
Pretty straightforward. Deathwing assault with one assault squad (or Belial's) and the two shooty squads to establish a turn 1 presence. Tactical squad holds home objective. When the enemy responds to the turn 1 terminators shooting them, drop the assault squads behind them and hopefully catch in a pincer movement of sorts.

For objectives missions I'll drop the shooty squads near the objectives and hold them with fearless terminators.


Suggestions, tactical advice, hate mail and the like is all welcome ;-)

Friday, January 14, 2011

Revised 1000pt ork list after speaking to Old Shatter Hands.

Hi all,

So having taken some time to talk tactics with Old Shatter Hands and get his vibe on orks, I've decided to tweak my list. In his experience, ork lists do well when they focus on a certain aspect rather than trying to generalise, especially in smaller point games.

So my list which comes at you piecemeal gives the opponent the chance to deal with each component in turn i.e. shooting out the transports and their contents, then turning attention to the footsloggers coming behind. He thinks it would be better to send everything upfield and into the enemy's face in transports or to keep it all on foot and max out on bodies.

So I've decided to go vehicle heavy and smash face that way. The burnas are out, nobz are tweaked so I can get another battlewagon and two deffkoptas (scouty, sneaky, harassers)

- Big Mek (35) with KFF (50)
- 6 Nobz (120), 3 PK (75), Waagh Banner (15), Big Choppa (5), Painboy (30)
- Trukk (35) with RPJ (5)
- 20 Boyz (120) with, 2 Big shoota (10) Nob (10) PK (25), BP (5)
- 20 Boyz (120) with, 2 Big shoota (10) Nob (10) PK (25), BP (5)
- TL Rokkit Deffkopta (45)
- TL Rokkit Deffkopta (45)
- Battlewagon (90) with RPJ (5) and Big shoota (5)
- Battlewagon (90) with RPJ (5) and Big shoota (5)


Now we will be hitting the enemy lines probably on turn 2 with both boyz mobz and the nobz. Add in some multicharges if possible and I should be able to crush the foe. I'll be using the trukk and battlewagons to block off my opponent's shooting while the assaults go on and can always tank shock them off objectives. Deffkoptas are there to scout on turn 1 and mess with the opponent's starting game, possibly getting side armour shots or assaulting into small heavy weapon squads.

Thursday, January 13, 2011

1000 point Ork army list for a 2 vs 2 game. Please critique.

Hi everyone,

This Sunday I have a 2vs2, 2000 pts a side game with my friend Chris playing marines and orks against a husband and wife team with Tyranids and chaos.

Crazy fluff aside, I have had to put together a 1000pt list ready to take on both Nid big bugs (I'm sure a Trygon will show up) and a Chaos marine foot army (if he plays his usual style).

Here is what I came up with when pointing up my choices. I'll also add my other model options at the end so people can advise based on what else I own.

Thanks,

Pete

- Big Mekk (35) with Kustom Force Field (50)
- 8 burnas (120) in trukk (35) with Red Paint job (5)
- 8 Nobz (160) with 4 Power Klaws (100), 2 big choppas (10), Waagh banner (15), Painboy (30)
- 20 Boyz (120), 2 big shootas (10), Nob (10) with Power Klaw (25) and bosspole (5)
- 20 Boyz (120), 2 big shootas (10), Nob (10) with Power Klaw (25) and bosspole (5)
- Battlewagon (90) with big shoota (5) and red paint job (5)


Now this adds up to a neat 1000pts and has a few options of where to take the fight. The basic plan is to head toward the enemy with the battlewagon (Nobz) and trukk (Burnas) covered by the KFF. The Mek may bail out before the final charge so he can give KFF cover to the following footsloggers. We do a drive-by flaming and a nasty Nob unit charge to hit the enemy first then follow up with the boys hitting the line a bit later.

My other idea is to replace the Burnas with Lootas for a firebase on the home field. I would then put the nobz and Mek in the trukk and one of the boyz mobs in the Battlewagon. I'd also like to get some grots on the field for the fun of it as I love the models and feel like a horde would be nasty to play but that would necessitate dropping some of the Nobz etc. so likely not worth it.

I also have the following models:

- ~6-8 more Nobz, mostly slugga/choppa, two Kombi weapons, 1 big choppa, 2 power klaws
- Warboss with Power Klaw and attack squig
- 8 lootas
- 6 TL-Rokkit Deffkoptas
- Battlewagon model (both are stand-in models from Ramshackle Games)
- 20 Grots with 2 runt herders


So thanks all for any thoughts or advice and I will fill you in on the game after sunday.

Please feel free to suggest a good complimentary 1000pt marine army to pair up with this.

Pete

Friday, January 7, 2011

Ork unit breakdown and probable army list Pt 2: Elites

Okay, finally got around to Part 2 of my Orky guide.

The Elites section of a codex is typically where you find some of the most effective units, though usually they appear in small numbers. The ork codex has a good selection on offer and they all have ups and downs. I will include both tactical concerns and modelling/cost ones, since both have a place in this hobby.

As before, pictures are taken without permission from Games Workshop's main website. Go there for more details on models and some more great images.

Without further ado, let's get started.




Nobz
The Nobz are the biggest and meanest orks after the warboss and have a solid set of stats. They have the usual low ballistic skill for orks but come with +1 strength, initiative, wounds and attacks over boyz. With furious charge and 2 combat weapons, this means each nob will have 5x S5 attacks on the charge and two wounds mean they can stick around to keep fighting longer.

The Nobz are also perhaps the most customisable unit in any codex that I've seen with each one being able to take any of the equipment allowed (rather than the usual 'for every 5 members, 1 may exchange....' etc.). The equipment list is long too and includes: sluggas, shootas, kombi-weapons, big choppas, eavy armour, waagh banner, power klaws, ammo runts and bosspoles. This variety allows for the nasty Nob trick of making each model unique, allowing you to spread non-instant death attacks around so that each Nob takes a wound before any needs to be removed. That means you can take 10 wounds on a full squad of 10 and will only have to remove a model once the 11th wound is dealt. This can help Nobz stick around a lot longer than the enemy would like them to.

Also in there is the option to add a Painboy, who gives the unit Feel No Pain (and the choice for cybork bodies 5+ inv save), making them even nastier and more resilient. While I don't plan to do it (both for game and conversion/cost reasons) I have to point out the incredible power of Nob Bikers. The entire unit may choose to ride bikes. When accompanied by a painboy and warboss (the latter making them troops) you have a complex wound unit with 2 saves (4+ cover and FNP) where Str8-9 shots can be assigned to the warboss to prevent Instant Death, multi-charges are very easy and they can pretty much wreck anything in combat with a profusion of power klaw attacks. You generally have 1 turn to deal with this unit as it will turbo boost 24" on turn 1 and be ready to assault you come turn 2. It's not invincible by any means and is expensive, but it is very nasty to deal with and a threat that cannot be ignored.

For me, I used the Nobz boxed set, an AOBR nob set and some converting skills to mix up 2 units of foot nobz. I have 16 models total, 6 power klaws, 3 big choppas, some kombi-weapons, a waaagh banner and plans to convert a painboy or two. I will probably mix these models up a bit in two units and transport them in trukks or battlewagons (covered by a Big Mek KFF) to get into krumpin range ASAP. Looking forward to seeing how they turn out on the table.


Pros:
- Solid melee fighters with staying power and option for FNP
- Customisable and wound allocation
- Fast threat that can't be ignored easily when transported upfield
- Can be troops if a warboss is taken
- Nob Bikers
- Good value ($25 retail) set with loads of gubbinz that fits nicely onto AOBR models

Cons:
- Slow if forced to footslog
- Expensive points wise (20 base) and more when customised.
- Not the best initiative so can lose to nasty CC units (though their staying power helps offset this to some degree).



Mega Nobz

The Mega-armoured Nobz are actually a cheaper way to get smashy powerklaws onto the table than a regular Nob with a klaw. Costing 40 pts (vs 45 for a PK nob) they also get a TL-shoota and a 2+ armour save. On the other hand they lose the upgrade options (save for kombi weapons) and are slow and purposeful. The latter basically means you must have a transport for them as being stuck in the backfield and only moving 1-2" with bad rolls will not help your game at all. Be wary of fighting against power weapons or powerfists because they have no inv save and will go down to Instant Death. Choose your fights carefully.

These guys do really tempt me just because they are so fun and orky. I mean, strap a few hundred kilos of metal to an ork and point him on his way is such a greenskin mindset. My big downside though is that they are so expensive ($20 per model) if you don't convert. Still, a fun unit that is killy when it hits and definitely attracts your opponent's attention.

Pros:
- Cheap Power Klaws, 2+ save
- Nasty assault unit that draws attention

Cons:
- Slow and Purposeful.
- Require a transport (and if it's popped, see previous con)
- $20 per model :-(




Burna Boyz

Now these orks bring some versatile flamethrowers to the table and can be a real nightmare if used well. Essentially they are orks with a flamer (S4, AP5) who can use them as power weapons if they don't fire them in the shooting phase prior to assault.

In my view there are some good times to use them in the latter role (vs Power Fist terminators) where their low initiative doesn't matter and the power weapon is key, but generally I prefer them to use their flame templates. Given that they are the same as Boyz stat-wise (and cost nearly 3x as much), they aren't going to stand up to dedicated assault troops well enough to warrant frequent hand to hand.

A great change in 5th edition for the burnas is that there are no partial hits on flame templates any more and with no roll to hit, orky BS doesn't matter at all. If each burna boy can cover 2-3 marines with a template, then the hits really add up fast:10 burnas, 30 hits, 15 wounds, 5 dead marines, follow up with an assault move and you'll probably take out that marine squad. It gets even nastier in vehicles as you can either drive up beside (or tank shock into a clump) your foe, drop one template coming out of the wagon and multiply the number of hits by the number of burnas. So 5 marines covered by a template equals 50 hits with 10 burnas.

From a modelling perspective, these guys come in the same box as the Lootas and have the option to be lead by a mek. I don't really see too much utility in the mek but you might find space for a kustom mega blaster to add some punch. Money-wise, your best bet is probably to buy 2 boxes (giving you 10 bodies total), make up 8 lootas OR burnas then buy a box of boyz and use those bodies to make up the 8 of the other elite unit. Much cheaper than buying repeat boxes of the same.

Pros:
- Flaming burney death on a large scale
- Power weapon assaults can slaughter certain targets
- Good boxed set combination with Lootas

Cons:
- Expensive per model with no more survivability than a boy
- Vulnerable to assault threats
- Boxed set provides odd numbers (multiples of 4)




Lootas


Lootas are definitely one of the premiere elite units in the codex and one that few players should (or will) leave out of their army.

Each loota brings a deffgun, which is essentially a Heavy D3 autocannon. A unit of 10 will fire between 10 and 30 shots out to 48", more than enough to put the hurting on enemy vehicles and mess with a mech player's day. You roll once for the unit each turn on shots though so the damage output is variable and you can certainly have a bad game where each turn you get the minimum shots. Conversely a bunch of 5s and 6s will have you wrecking light armour like nobody's business.

The downsides of lootas are fairly simple. They are regular boyz who can have leadership issues, cost a bunch of points (15 each) and come in a box that only makes 4. It can be costly to build up large units but their guns too look very cool with a mix of tech from all the different races.

Pros:
- Great range unit that swats light armour or high Toughness targets through torrent of fire
- Relatively cheap for high damage output potential
- Tempting target, taking heat off your advancing boyz/nobz/etc.

Cons:
- Relatively small units with low leadership (max unit of 15 doesn't give much mob rule leeway)
- Variable damage output with the usual orky BS
- Annoying boxed set comes in multiples of 4 (great models though)



Kommandos


Infiltrating orks here who get to move through cover. Their classic use is for first or second turn assaults on foes who cannot react in time but they act as nice area denial troops too. Leading them with a PK nob who gets first turn auto-hits on a vehicle your opponent thought was safe is definitely mean. One option is to use them in conjunction with Boss Snikrot too. Though you lose the PK nob option, Snikrot lets you bring the Kommandos on from reserve on any table edge. Woe betide those Long fangs who though they were safe on the rear or flank position.

Pros:
- Area denial and/or first turn assaults
- Snikrot gives tactical utility

Cons:
- Smaller units with limited survivability
- Expensive models ($38 metal set of 5).




Tankbustas


The tankbustas bring some orky mayhem to the mech environment of 5th edition. Each ork has a rokkit launcher and must fire it at the nearest enemy vehicle in LOS, regardless of range. They can also come with tankhammers (S10 assault weapons vs armour), AT grenades and bomb squigs who go scuttling off to blow up nearby vehicles. Definitely a lot of fun and with great potential.

The key weakness of Tankbustas that must be mitigated is their requirement to shoot at the closest enemy vehicle. If you have LOS to a Land Raider 40" away but there is a squad of marines right next to you....tough. This means you need to plan carefully with tankbustas so you can deny them LOS to the targets you don't care for.

Pros:
- Lots of rokkits
- Bomb squigs let them engage multiple units
- Tankhammers can be swung from atop trukk boarding planks :-)

Cons:
- Glory Hogs means they must shoot vehicles
- Smaller units with limited survivability
- Expensive models ($38 metal set of 5).


That's it for elites. I'll try to be faster on the other parts of the codex so I can get on and put my final list up.

Wednesday, December 15, 2010

Ork unit breakdown and probable army list Pt 1: HQ

So now that I'm rolling on my way towards a Greenskin army, I thought it might be fun to do a little run down of each unit so that those less familiar with the codex can get a feel for what is on offer to a budding Warboss. I will give my understanding of the ups and downsides of the unit, my personal feelings for/against them and would appreciate any feedback from followers. For those who like more tactica reading, there is a pretty comprehensive ork article series on DakkaDakka though I feel some of the info is a little dated when looking at the current metagame

I will state up front that I like to play tough games, but that I tend towards having more fun than tournament level play. To me though, you don't have to have a random collection of units for it to be fun. I think you should take the character of the force in question and then mould a list that you are happy with (and can afford) in order to play.

All pictures are being taken completely without permission, mostly from Games Workshop's website, though since I'm advertising for them and soliciting suggestions on what I should purchase from them, I hope no legal action will be forthcoming ;-)

So without further ado here is the ork codex....

PS: I'm excluding special characters for now.



Warboss:



The warboss is pretty much a face-beating whupass kind of ork (WS5, 4 attacks). He brings instant death immunity to most weapons through his T5 and with a power klaw he will hit at a nasty S10, charge or no charge. At 85pts with a Power Klaw he is very affordable too and can be customised with other weapons and tricks. The warboss also allows a unit of Nobz to be taken as troops.
I've seen three main types of warboss being taken.

- Foot warboss. Usually a Power Klaw, perhaps Eavy Armour, an attack Squig (+1A) and hidden in a mob of boyz/nobz to add punch. Cheap and solid.
- Mega Armoured Boss. Here we trade mobility for a 2+ save and Power Klaw. This boss really needs transporting, perhaps in a battlewagon with a retinue of MegaNobz. A more expensive choice but will hit hard and stay in the fight.
- Biker Boss. By adding a bike you give him T6 to non S10 weapons and add a lot of mobility to his assault options, making him a great tank hunter. Typically a power klaw will be added so he can deliver both dakkacannon shots to side armour at S5, then carve up the rear armour with a S10 power klaw. With 6 attacks on the charge (with an attack squig) he's got a good shot at landing a hit even on a cruising speed vehicle and strength 10 messes up the rear armour of most things.



From my perspective, the foot warboss is an easy and cheap deal because you get one in Black Reach and the model is badass. I've converted my single warboss to include an attack squig stolen from the Grot box set's runtherder. I will be getting another Warboss from Black Reach soon and plan to convert him to a biker boss so I can choose between them.


Big Mek

Now here is a star unit for the orks who comes in two main flavours. The first is a go-to unit for lots of players, for very good reason, and the second is fun, unpredictable but potentially lethal.

I am of course talking about the Kustom Force Field Mek and the Shock Attack Gun Mek.


The Kustom force field gives every ork unit within 6" of the model a 5+ cover save and vehicles count as being obscured. This is a great deal up front but when you lead a unit with the big mek, only a single model from each unit needs to be within 6" so you can cover 3 mobz easily. In a a vehicle the 6" is measured from the hull. This gives a classic footslogging formation with a big mek boyz in the middle, two more either side and perhaps a grot screen up front, all benefiting from the cover save field. Or the infamous battlewagon spam where you'll have 3-4 battlewagons next to each other, grinding across the table with AV14 up front and a 4+ cover save. You have 2 turns max to deal with them before they are in your face and disgorging nobz & boyz, often lead by Ghazghkull Thraka. The last nasty trick is the Kan wall where you get 9 Killa Kans in front of a wall of boyz. The Kans give cover to the boyz and the KFF mek gives cover to the Kanz.

When facing a KFF mek, you pretty much have to accept the cover save and deal with it through careful target priority and volume of fire. Against footsloggers, I would probably focus fire on the mek's unit to force wound allocation on him and wipe out those he is with. If you manage to bring the mek down, good, if not just keep working away at the boyz to cut down their assault power. Vs vehicles I would shoot at the KFF mek's trukk/wagon. If you manage to immobilise or stun it, the other vehicles will have to decide whether to huddle for the save or move out forwards and perhaps give you another turn of firing. Against Kan wall, I would just pick on Kan squadron and shoot until it goes down. Use blockers against the other squads if need be until you can do the same to them




The Shock Attack Gun is a relic of the older, quirkier editions of the Ork codex when it would add all sorts of zany battlefield antics while occasionally doing something deadly. I think this unit was really updated well to fit into the current editions of 40k. It is still random, a bit funny and can end up doing horribly powerful things.

To sum up the rules. It is a large blast, AP2 weapon which has a strength of 2D6. With an average roll of 7 on the dice that makes it dangerous enough, but when you roll a double (or 11) then crazy things start to happen. I can't recall each result but they range from:
Bad - placing the blast marker over the big mek (low roll), giving the opponent a choice of target
Medium/Funny - making the weapon hit the nearest unit to the target (friend or foe), teleporting the Mek into assault with his target (60" assault potentially)
Outright Nasty - On a double 6, everything under the blast template is removed from the game with no saves of any kind. Yes, that does mean you could lose two land raiders full of assault terminators if the dice go that way, or a titan if you're playing apoc.



In conclusion.....

I know I've missed out the weirdboy. I have no play experience with this unit and don't intend on getting one for now. The dakka articles make some comments on them.

In model and collection terms, I want 2 warbosses, a KFF big mek and a SAG mek. The first warboss will be the AOBR footslogger, the second will be a biker boss converted from AOBR. You can't knock the value of the boxed set when trying to make an army in the current economic climate.

The KFF mek model from GW doesn't set my excitement field buzzing so I will probably convert one from the Mek you get in the Loota/Burna boxed set. I think that with some guitar string wiring coming out of the Kustom Mega Blasta barrel hooked up to a techy backpack (finally, a use for my spare Tau gubbinz) I can have a nice KFF mek.

The SAG mek on the other hand is an awesome mode and I would love to field one in game for the fun. Just look at the snotling digging his nails in not to be fired through the warp. On the other hand the model is $30 and that puts it over the cost of the great new plastic sets (nobz, lootas/burnas, stormboyz) so the value is a little tougher to assign. I'd definitely like one but dropping $24 (after online 20% discount) is a bit steep for me. We'll see. I'd love the model but unless I can find someone selling it second hand for cheap I think I may pass or convert my own.



So that ends my first foray into orkdom. I will be back soon with Pt 2: Elites.

Thoughts, comments, criticism, insults and outpourings of adulation are all welcome

Thursday, March 25, 2010

Tactica tactical marines.

Some nice looking marines from coolminiornot.com by Ed209b

I was inspired on this post by Jake over on his blog Holy Cathedral when he posted a general tactica on tactical marines, the cornerstone of my marine forces. I wrote some lengthy comments on his post to add specifics on how to best use these humble troops and figured that it would be a useful way to add a post to my blog (as well as send some traffic his way).

So tactical marines. I generally will run a list with 20 tactical marines if I'm playing with the Grey Knight Deathstar (plus 5 scouts) but without that unit I might bump it up to 30. It's quite something to bring a wall of power armoured bodies to the field and see your opponents recoil as they see the sheer number of tough, armoured, well-armed, ridiculously morale resistant superhuman warriors. Of course, you need to know what to best do with Tactical marines to make the most of them and let them work well with the powerful killing sections (Elites, Heavy support) of your army.

I'm going to be lazy and just post my comments from Jake's blog here since I'm tired of typing :-)

That's a pretty good overall tactica Jake but it could do with some more specifics and detailing on the aspects of tactica marines.

E.g.
- Heavy weapons. When a squad gets to 10 marines they get a free Missile launcher, Heavy bolter or Multi-melta (or pay a bit more for a Plasma/lascannon). These weapons add such versatility that it's almost never worth leaving home without them (with 10 marine squad size). You only lose a single bolter shot at range if you don't move and gain a heavy weapon attack. If you do move, then the bolt pistol can shoot out to 12" in any case. The flexibility that these weapons add are really important.

- Special weapons. A flamer for free, meltagun for 5pts or plasma gun for 10 can add some more punch to the squad. The flamer is great for those times you're close to getting assaulted by a big squad as it can land plenty of hits, or can burn out orks/guard/termagents from cover. The meltagun is commonly taken with the shift to mechanised forces in 5th edition and can always be turned on a regular enemy if need be. The plasma gun and melta are also well suited for knocking out well armoured troops. Adding a few AP 1/2 wounds to terminators will really help your marines do the damage to these foes.

- Grenades. I don't find too much use for the frag grenades in general but remember that they can be used to stop your opponent gaining initiative on you when you charge them in cover. Krak grenades are winners when you remember that every marine has them, they hit at S6 on vehicles, and most vehicles are rear armour 10. I've taken out hammerheads, rhinos and vindicators with this technique. Scouts also have this and it is one way for them to really pay your opponent back for ignoring them.

- Combat squads. Tactical marines can be divived into two 5 man squads at the start of the game (or when the disembark in the case of drop pods). This can be a liability in annihilation missions as they become 2 kill points but it adds lots of flexibility. You can now keep the heavy weapon static, with 4 bolter marines for ablative wounds or fire support, and send sarge (for the CC ability) and the special weapon in close where they can take the fight forwards. Also, this will let you hold two objectives with one troop choice. The weakness is that the squads can be dropped relatively easily because they are small. Still, if just one survives then the opponent must waste lots of fire to bring that last one down, or risk a single model contesting/claiming a vital objective.

- Dedicated transports. The humble rhino gives you an armoured box to take your marines to their obejective and protect them from fire. If it survives after they have been dropped off then it's time to use that vehicle to block assaults to your marines or box in enemy vehicles by denying them movement.
The razorback is somewhat similar but can only carry 6 marines. In this case you'd probably send the close-range combat squad up forwards and then use the razorback as mobile fire support and blocking, like with the rhino. Some do add TL-lascannons to their razorbacks though and leave these on the rear lines with the other heavy weapons. At 75pts for a TL-LC shot, this can be nasty, though expensive. Alternatively you can give them TL-assault cannons and turn them into Baal Predator wannabes that can shred light (and sometimes heavy if your rending rolls well) armour or troops.
I don't use drop pods but there could be great utility in sending a wave of dreads in on turn 1 to mess up the enemy while your main force advances. After they foe is knocked around and has moved to counter your attack, your tactical marines in pods come in and land on the enemy objectives at full strength.
Another nasty trick is to stick a combat squad in a Land Raider and have it sit on a home objective. You can still blaze away with the big guns and your enormous brick of a tank is now scoring. Nasty...

- And They Shall Know No Fear. This is a real key for marines. They automatically regroup even under half strength (as long as there are no enemies within 6") and can move normally or fire. Note also that they don't count as moving when they rally, which means you could stand still and unleash the heavy weapons if you need to. This is a great ability as you can almost always count on your marines getting back in the fight. I found out in a recent game that there is a 3" move allowed when you rally too so you can even set up your heavy weapon shots without counting as moving.

- Combat tactics. This is underutilised in my view, perhaps because of the popular special characters that replace it with other army buffs. It allows you to choose to fail a morale test. This is great if an assaulting enemy shoots you and causes 25% casualties as you can run out of assault range, auto-rally and then hit them up next turn. Or you can run after combat if you lose in the enemy's turn. As long as you roll higher on the initiative test, you will get away, auto rally again and can shoot them next turn.

- Assaulting. I would generally not assault with my marines unless I'm facing something that will outshoot me or gains a boost from assaulting. If there was a smallish squad of orks, I would probably move in, bolt pistol them and then assault as you deprive the orks of their furious charge (now only 33% of hits will wound you rather than %50) and the bonus attack for charging. I play against tau a lot and they can be quite easily tied up with tactical marines, even if you don't win. Broadsides are great for this as you can lock them in combat for the rest of the game sometimes (2+ saves keep them alive though) and stop the railguns from messing up the rest of your army.

- Special characters. While I don't like to use the special characters in the codices, you should be aware that they bring some great changes to the way tactical marines play.
Pedro Kantor changes your marines to have stubborn rather than combat tactics. This doesn't do so much for me but then his key point is making sternguard scoring so he has less of a focus on tactical marines. He does give a +1 attack bubble within 12" though so your tactical marines holding the objective are now that much tougher to assault off it.
Kayvan Shrike. Makes your marines fleet instead of combat tactics. This doesn't really work for my use of tacs but then his boost is for other troops (like assault terminators).
Vulkan He'Stan. Makes your flamers, heavy flamers, meltaguns and multimeltas count as twin linked. This can be fairly potent as your tactical marine firepower with these weapons just went up a serious notch. Even if the tactical marines are moving, the threat of TL melta on the next turn will be a good deterrent for the enemy.
Khossaro Khan. Outflanking marines. Give them rhinos/razorbacks and let that mech madness roll into the enemy's backfield at high speed.


Those are just some extra thoughts on the core unit for marines that you might consider adding to the tactica (and future ones). It's much more of a specific use guide rather than an overall descriptor and hopefully it will give some good help to newer marine players.



So there are some thoughts. Comments are welcome as always and I reserve the right to change my opinions after playing tomorrow night. I think I'll be matching up against Ravenwing so we'll see how my hybrid list handles fast moving bikers.