Force Org: Fast Attack — Space Marine Land Speeder

February 2nd, 2012

Pound for pound, the space marine land speeder is one of the best fast attack choices in the game. Its skimmer status and versatile armament makes it tactically useful for any army build. Here’s why you should seriously consider including them.

Coming in low and fast-- a multi-melta for your pleasure.

Space Marine Basics:

  • They’re incredibly cheap. The base speeder is costs a mere fifty points, with almost all of its upgrades coming in very inexpensive as well. This lets you field squadrons easily or add one to your list when feeling a points crunch elsewhere.
  • They can do almost anything. Whether it be slagging enemy armor up close with its melta weaponry, picking off troops with assault cannons or flamers, or long range missile assaults—the land speeder is ace.
  • They’re fast skimmers, so they can fly over anything during their movement to get into an optimal position for their weaponry.
  • Their speed also lets you get your guns to bear earlier, which is something that other space marine units can’t do

Advanced Tactics:

  • Unless your opponent lacks weapons able to take down light vehicles, it’s best to deep strike your multi-melta equipped land speeders to attack unprotected armor. Your marines will be strong enough to weather the first few rounds of fire.
  • Did you forget that weapons that are STR 4 or less are considered ‘defensive weapons’? This means that you can shoot a land speeder’s typhoon frag grenades in addition to another weapon while moving at speed!
  • Land speeders are great flanking vehicles to harass enemy transports early in the game, which works great against armies like orks who usually come straight at you.
  • For trickier situations, pair a squadron with a synergistic unit, such as a tactical squad, scout squad, or dreadnaught. This gives you another set of guns to take down threats that the other might not be able to handle on its own. For example, scouts can’t reliably kill armor—but a speeder’s multi-melta can; readnaughts are vulnerable to mobs, which is where a heavy flamer comes in handy.
  • Squadrons vs. lone speeders—which to take? Since squadrons can be picked off by mid-strength weaponry, lone speeders are usually advised, especially when deep striking. However, squadrons allow you to pump out more fire, since multiple speeders can be fit into a single force org slot. Consider putting typhoon speeders into squadrons for a devastating salvo of missile fire.

War Gear

For land speeders, it’s all about guns!

  • The standard heavy bolter is too much for the cost of a the speeder, and won’t accomplish much for you. I always swap mine out with a multi-melta by default; it’s too good not to.
  • The secondary, ‘tornado’ weapon hard point is where the important decision needs to be made.
    • Keep in mind that you probably won’t be shooting both weapons every turn, since land speeders are best utilized if they’re on the move, and you can’t shoot two weapons when you deep strike.
    • Dual multi-meltas is a tempting possibility, since it almost guarantees the destruction of something. Weigh the benefits of this based on your opponent so you don’t spend on overkill.
    • The assault cannon is a bit overpriced, but not shabby if you’re gunning down light armor like ork trucks or dark elder reapers.
    • The expensive typhoon launcher is a solid bet if you need the long range support, especially since they make your speeder good against all kinds of targets.

    Squadrons are more of a sure thing, but when outnumbered lone speeders can cover more ground.

Off the Sprue

The space marine land speeder is a love-it-or-put-up-with-it model. It isn’t sleek, to scale, or glamorous, but I suppose it’s pretty much on par for the space marine style. The kit does come with seated marines, which could be in demand for other projects, as well as weapons easily magnetized. I’d like to see something in the way of extra gear, fins, wings, etc. to allow players to make their speeders more their own, but for now we’ve got to make do. My biggest complaint is that the model is clearly open-topped, but land speeders lack the rule in the codex. It’s tempting to WYSIWYG jerky opponents sometimes.

Chaotic Lores

January 31st, 2012

Having messed around for a few games with different Sorcerer loadouts, I’m absolutely thrilled with the variety that the Magic phase adds to WHFB.  Whether you want to radically shake up your army or just tweak a character’s role, swapping out your wizard’s Lore can give you the extra flavor you need.  The Chaos book has some very distinct options that will allow you to follow in the footsteps of your Dark God of choice.  They all have a certain focus, and require you to take the respective Mark of Chaos.  Thus, I thought it would be good to highlight the uses of each Lore:

Lore of Slaanesh

Spells:

  1. Lash of Slaanesh: Weak magic missile, prevents marching.
  2. Hellshriek: Nearby units take a panic test
  3. Hysterical Frenzy: Target suffers from Frenzy, takes damage each turn
  4. Titillating Delusions: Target must move toward nominated point
  5. Aura of Acquiescence: Target causes Fear (or upgrades Fear to Terror)
  6. Ecstatic Seizures: Target unit takes toughness test or takes a wound, no saves of any kind

With an average cast value of 8.2, this lore is relatively easy to cast.  Many of the spells rely on enemy Leadership directly (Hellshriek) or need enemies to fail Leadership tests for their true value to come out (Aura of Acquiescence).  Two of the spells are Remain in Play spells, which can be countered during the enemy’s magic phase.  You can use some of the spells to redirect or force enemy troops to move.  This lore is really good against low-Leadership armies that like to stay still and shoot, or whose magic phase may clash with your Remain in Play spells.  The mark you get makes you Immune to Panic, Fear, and Terror, which doesn’t necessarily complement this Lore.

Lore of Nurgle

Spells:

  1. Magnificent Buboes: Put a wound on any model in LOS with no armor saves allowed
  2. Fleshy Abundance: Friendly unit gains Regenerate
  3. Plague Squall: Weak stonethrower with no armor saves allowed
  4. Cloying Quagmire: Target unit takes Initiative test.  Those who fail take an Armor Save, and are removed if they pass it.
  5. Curse of the Leper: Remains in play, target suffers -1 to Toughness and Strength per turn (down to 0, when they’re removed)
  6. Rot, Glorious Rot: All enemies in range take randomized hits with no armor save allowed

With an average cast value of 8.5, Nurgle is more difficult.  While the Mark of Nurgle doesn’t synergize well with the Lore, it does make you immune to certain Nurgle effects, and also makes you hard to hit.  Many of the spells ignore armor saves or punish enemies with good armor saves.  Low initiative troops will be hurt by Cloying Quagmire, and will also have to grapple with a war of attrition in Fleshy Abundance.  These spells are great against an army like Dwarfs, whose low Initiative and heavy armor will be a liability if not ignored outright.

Lore of Tzeentch

Spells:

  1. Flickering Fire of Tzeentch: Flaming magic missile
  2. Baleful Transmogrification: Target takes a Leadership test, suffers wounds by amount it failed, with no armor saves allowed.
  3. Pandaemonium: Enemy units cannot use General’s Leadership, enemy wizards miscast on any double
  4. Treason of Tzeentch: Target unit attacks itself
  5. Call to Glory: Friendly model turns into an Exalted Hero
  6. Infernal Gateway: Target unit takes 2d6 hits at Strength 2d6, if the Strength is 11 or 12 the unit is removed.

Ok, this is a pretty impressive spell list.  Combine that with the Ward bonus that the Mark of Tzeentch gives you, and it seems like a good buy.  Nevermind that the average cast value is 9.2 for this Lore, because Mark of Tzeentch gives you another +1 on your cast attempts, making this effectively as “cheap” as Slaanesh to cast!  There are some great synergies with Leadership, such as casting Pandaemonium and then Baleful Transmogrification.  Direct damage is an option with Treason, Call to Glory, or Infernal Gateway.  This is a great all-around Lore, although you will find yourself in trouble if you roll the Leadership spells against an army with good Leadership or a lot of Immune to Psychology units.

Conclusion

Some Sorcerers have access to main rulebook Lores, which are very competitive.  If you’re looking for some variety, or to keep with a certain theme, the Chaos Lores will treat you just fine.  Just remember that your magic should never be relied upon.  The Gods are fickle, but when you manage to get some spells off the results are just devastating.

Taking Up Arms With the Deathwatch

January 26th, 2012

For a dedicated role-playing game fan like me, getting this was really only a matter of time.

Visit http://www.fantasyflightgames.com/ for official info.

Deathwatch is an pen-and-paper RPG by Fantasy Flight Games that puts the party into the roles of Space Marines, neck deep into the fires of the 41st millennium. As a whole, the game is exceptional, brilliantly capturing the themes and mood of the setting. As an avid 40K player, it is very exciting to add life and excitement to a universe that until now was confined to six turns of wargaming. If you’re a fan of games like Dungeons and Dragons, and especially if you’re a fan of Warhammer 40K, I highly recommend getting involved; however, if you’re on the fence, maybe my veteran RPG opinion may sway you one way or the other.

The Book:

Overall, the Deathwatch Core Rulebook is gorgeous. It’s big, thick, fully illustrated, and useful in almost every way. The rules are, for the most part, very clear and easy to find. It’s a much better experience than trying to find rules in the 40K rulebook, but in general I think that any WOTC product is easier to read. Some of the art is recycled from the 40K codices, but the vast majority is unique and very high quality. The content is top-tier, across the board. It seems to me like the perfect amount of content vs. flavor has been incorporated, making it fun to read and useful. Deathwatch not only gives you the rules, but a ready-made campaign backdrop, complete with detailed personalities and settings. The setting is actually quite good, incorporating a little bit of everything for GM’s to grab hold of and run with.

Characters:

The steps for building a Deathwatch character are straight forward, and do a good job of trying to make Space Marines different from one another. This I feel is one of the biggest challenges of the game, since equipment, stats, and skills are very similar for most characters—especially early on when the characters don’t have much experience to purchase upgrades. The biggest element of character creation is choosing a chapter, which forms the basis for background and roleplaying style. These choices are interesting, but require a lot of effort on the part of the player to make their marine anything other than a one-dimensional caricature that emphasis only their chapter’s traits. This I think is largely a limitation of the source material, and perhaps my group’s preconceptions about space marines. Deathwatch’s descriptions of the chapters is interesting, but the language distances the player from this background by making it seem like it has happening “out there”, rather than to the character. Using language directed more to the player may have made the chapter’s style more applicable to their character. To sum– roleplaying a space marine well is hard if you don’t have experience playing this sort of game. Finding reasons for space marines to roleplay AT ALL may be a challenge for new GMs.

There are six space marine specialties, which work like classes in other systems. Apothecaries are dedicated healers, assault marines are melee specialists, devastators use heavy weapons, librarians psychic powers, tactical marines their leadership abilities, and techmarines access to interesting gadgets. Each class offers only a paltry selection in regards to specialized abilities, but as the characters gain experience many new options open up. As characters gain experience, they are given total freedom to purchase upgrades—a great system for “leveling up”. This means that players can get the features that they want, so long as they are associated with their specialty. As a D&D player, this system is very appealing. It opens up the door for more complete customization and playing characters “against type”, which makes for interesting characters. Additionally, it lets players choose between stat increases as well as new abilities, making upgrading especially flexible. In general I think that the specialties are a good mix, but wish that there are more inherent differences between them from the get go.

The Game System:

Deathwatch’s core system is percentile based. If your Ballistic Skill is 65, you have a 65% chance of hitting something. Pretty straightforward, but the situational modifiers add up quickly. For the most part you’ll be counting up or down by 10’s, so it’s easy to wrap your head around the numbers, but learning where the modifiers come from takes lots of time. On the whole though, the core system is easy to understand, and fits into character building well.

One thing I think is especially inspired is Deathwatch’s “Squad Mode”, which allows the Marines to synchronize their actions for special abilities. This is absolutely brilliant. It encourages different players to become the “team leader”, since new abilities unlock based on the specialty and background of that character. Going into melee-heavy, fight? The blood angel assault marine is the perfect leader. Need to help hold the line from an invading horde? The ultramarine tactical marine will give you morale buffs and defensive tricks. Squad Mode encourages teamwork and gives the Kill Team tools to overcome especially challenging situations; a great inclusion to the system.

Good luck trying to tally the character's kill count.

Combat:

This is where my biggest complaints about Deathwatch’s game system come from. On the surface, it’s use of the game’s core percentile-based mechanic seems easy, but there are a staggering amount of modifiers and arithmetic necessary to accurately run a fight. While deciding what characters can do in a fight is quite easy, since the game follows the d20 standard of standard action, move action, minor action, figuring out what happens is time consuming. For example, here’s how a simple melee attack is resolved.

  • Attacker makes WS test (almost always with modifiers)
  • Attacker determines hit location (by inverting the attack roll, or by rolling again because you forget to do it the first time)
  • Defender makes WS to parry
  • Attacker Rolls Damage.
  • Defender Calculates damage by using the following algebra equation:

[(Damage rolled) + (Strength or other modifiers)] – [(Defender’s Armor - Weapon’s Armor Penetration) + Defender’s Toughness]) = Damage Taken

This means that there are sometimes four rolls per attack in combat, and many combatants have multiple attacks. In the event of firing a fully automatic weapon, there may be nine or more rolls just for that character’s turn. Compare this to a typical attack in D&D 4th Edition:

  • Attacker makes attack roll.
  • Attacker calculates damage:

[(Damage rolled) + (Strength or other modifiers)] = Damage Taken

Much easier, but admittedly simplified. Deathwatch accounts for specialty armor and weapons, giving players more situations to overcome and weapons to chose from. A balance between a game like D&D’s streamlined rolling and Deathwatch’s realistic portrayal of armor would be great. After playing for a while, I can see that this is a big part of combat and is something carried over from the wargame, but the RPG would move much faster if it didn’t the player to calculate so much math. Usually this level of calculation is important only for the PCs, since they are often capable of killing most foes with a single hit, which leads me to my next point.

Feel:

Deathwatch does an awesome job of making the PCs feel very, very badass. Space Marines have many special abilities and traits that it makes them equivalent to characters of about 10th level in D&D. In our first campaign a beginning group of four characters laid waste to hordes of kroot skirmishers, shot down tau vehicles, and pacified powerful groups of enemies with intimidation. They survived missile bombardments, being outnumbered 10:1, utilize inspired special abilities, etc. All in a days work. In short, Deathwatch’s rules makes Space Marines WAY more awesome than you have probably ever imagined.

At first I found it challenging, and even a little frustrating to make encounters because the Kill Team overcame everything I threw at them with ease. Once I gained a little more understanding of the system though, I found this to be a great change of pace. In my usual games of D&D I challenge players with realistic struggles that make them feel human, but also very capable. In Deathwatch, the challenges are over the top and huge; larger than life so much so that it makes the PCs feel almost like super heroes. As a DM, this gives me the ability to stage unique and explosive encounters that would easily kill any not wearing power armor. In Deathwatch encourages you to go huge or not at all.

The Verdict:

With the exception of a few clunky rules, Deathwatch is an excellent game. It brilliantly captures the 40K spirit and puts players into the power-armored shoes of the universe’s ultimate heroes. It requires more thought on the part of the DM than games like D&D, which make it very easy to make adventures and enemies, but is more intense, grisly, and flavorful. I wouldn’t recommend Deathwatch to those who haven’t played RPGs before, because the rules are somewhat complicated, but for fans of 40K willing to slug through some experimental sessions—and especially for 40K fans who’re experienced roleplayers, Deathwatch is excellent.

You can order the core rulebook here at Chaos Mail Order under the Roleplaying section. Have fun!

Chaos Kitbashing

January 24th, 2012

Let me come right out and say it: I don’t like a lot of the models in the Warriors of Chaos range.  Despite being some of the oldest models in the Fantasy range, the Warriors look amazing when ranked up.  Outside of that and some Lords and Heroes though, you’ll quickly find that a lot of the models aren’t too enticing, especially compared to their artwork and rules in the Army Book.

So what’s a warlord to do?  Kitbash!  Counts-as!  There are plenty of options around, and as long as you use appropriate base sizes there shouldn’t be any in-game impact.  These ideas come with a caveat that you should ensure your regular opponents are cool with these substitutions and replacements.  Rolling Beastmen units in your Chaos army might irritate some tournament players (or organizers!) for example.  With that in mind, here are some neat ideas to give your Chaos a more original, thematic look…and even save a few bucks!

Item #1: Trolls for Trolls

Left: Metal Chaos Troll ($22.25). Right: Plastic O&G River Troll (3 for $45).

Let’s start with one of the more interesting and viable Special choices: Trolls.  The Chaos Troll line is a bit underwhelming, as you’ll be looking at $22.25 per model.  While the aesthetics of the models are up to individual taste, I think we can all agree that the models look a bit…dated.  You’re actually paying a premium for metal, which is difficult to customize.  The Orcs and Goblins line has River Trolls, however, on the same 40mm base.  $45 for a box of 3 plastic, beautiful sculpts with plenty of bits to spare is a much better bargain.  With a proper paint scheme and some other Chaos bits, these trolls are a huge upgrade in my book.

Item #2: Ogres for Ogres

Left: Metal Chaos Ogre ($22.25). Right: Plastic Ogres (6 for $40)

Seem familiar?  We have the same problem — really old, expensive model in metal.  Or, you can look to another line.  Both the Chaos Ogre and the Ogre Kingdom core Ogres share a 40mm base.  The question is whether you’d rather pay $22 for one model, or less than $7 per model for a box including extra bits and accessories to make the command.  I’m not going to comment on the competitiveness of Chaos Ogres on the table, but you can bet that in terms of customization and sheer price point they lose out.

Item #3: Dragon Ogres for…

Left: Metal Dragon Ogre ($22.25). Right: Plastic Beastmen Minotaurs (3 for $45)

Ok, now you can see why I wanted to write an entire article on this.  This is the third special choice for Warriors of Chaos whose models are outdated, expensive, and metal.  The tragedy of it is that Dragon Ogres may be the most viable of the three, and their models may be the least passable.  Luckily, they share the same 40mm base as many other gorgeous models, including the Beastmen Minotaurs.  Sure, these Minotaurs don’t have the crackling lightning of the dragonborn as described in the Army Book.  Nor do they even look part dragon.  Then again, neither do the actual Dragon Ogre models.  Instead, you can buy an 80-piece plastic kit of 3 Minotaurs for the price of 2 Dragon Ogres.  This one may require opponent permission, but with creative conversion and modeling you can end up with a unique unit that looks far better than the GW options.

In Conclusion

The Warriors of Chaos have some really cool models available to them, but that just makes some of the other models stand out that much more.  If you’re willing to poke around in the other sections of GW’s website, you can find some great inspiration for kitbashing ideas.  Stay tuned for further ideas on supplementing the Chaos range with additional minis.  Don’t be afraid to peruse other lines — look at 40k, or even non-GW models — you may find something truly unique!

vs—Chaos Space Marines

January 19th, 2012

From the twilight gloom of the Charon Stars to the maddening vortex of the Hadex Anomaly come the traitor legions, those damned souls who have forsworn the Emperor for the blasphemous gods of Chaos. Chaos Space Marines are among the most powerful villains in the 40K universe, and certainly its most iconic. While their codex is showing its age, it still packs enough murderous punch to stand fast against most opponents. If you’re finding the heretic marines grinding your army to bloody tatters, take in the following advice—it might just be enough for you to blind the Eye of Terror once and for all!

Know Your Foe

  • Elite. Chaos lists are built around small numbers of powerful units. You will almost always outnumber them.
  • Melee Focus. While they lack any real power-house melee units, chaos marines will stomp face with most other armies’ basic troop choices. They benefit from the excellent marine stat-line, as well as options that actually boost them. Bottom line, plan your assaults well.
  • Few Big Guns. Chaos lacks a viable form of long range firepower, which forces them to get up close to do damage, almost exclusively within melta range.
  • No Psychic Defense. Chaos sorcerers don’t have psychic defenses, so let loose your big powers with impunity.

Agents of Evil

  • Daemon Prince. By far the best unit in the codex, daemon princes have an excellent stat-line, can take on almost any foe, and move quickly thanks to its cheap wing upgrade. If something is going to ruin your day, it’s probably him. Take him down fast with high-strength guns, like autocannons or missile pods.
  • Obliterators. So good that only brave chaos players go to battle without them, obliterators are the ultimate utility unit in the chaos codex. With them the chaos player will have you ducking torrents of plasma or melta fire, or roasting your hordes alive with twin-linked flamers. Combine this with their deep striking powerfists, terminator stats, and two wounds, and you’ve got a huge threat.
  • Terminators. As one of the few things in the chaos codex that might actually be better than their loyalist counterparts—chaos terminators should be feared by your infantry and vehicles alike. It is easy for the chaos player to kit them out to perform a variety of roles, and if given upgrades like the Mark of Slaanesh or Khorne, they’ll be ripping your units to pieces.
  • Plague Marines. Chaos has some attractive troop units, but the plague marines easily take the cake. High toughness, feel no pain, AND defensive grenades makes plague marines incredibly difficult to take down.
  • Summoned Daemons. Although they are sometimes a gamble, summoned daemons are a wildcard that you should be prepared for. Since they can assault the turn they come in, it makes defending your vulnerable troops important. Chaos can easily claim a stray objective with lesser daemons, while a greater daemon has a stat line that is almost uncontested, and will seriously punish anything you can throw at it.

Tactics

  • Divide and Conquer. Chaos marines are a very expensive army to field. Use this to your advantage by spreading out so you can fragment the chaos line. If you have more units that the chaos player can realistically fire at, it will protect much of your army from harm. This way you can team up and drive them back with your numbers.
  • Out-Shoot Them. Chaos’ poor long range support means that you’ll usually have the advantage in a shootout. Hang back and rely on a few turns of shooting to soften up your opponent’s formidable troops. Once transports are open and the forces of chaos are reeling, move in fast finish the job.
  • Not As Chaotic as You Think. Since the chaos codex is rapidly being outpaced by newer codices, it means that the number of competitive builds is rapidly shrinking. This means that you can expect fairly straightforward tactics from your opponent. Most lists will feature a solid amount of melta weaponry backed-up by a deamon prince– that’s about it. Moreover, none of the chaos HQs provide synergy to their warband, which means that it’s hard for chaos players to come up with surprises, be it in their list or in their strategy. While chaos is still tough, it’s predictable, and a good general should be able to clash successfully with them once you discover their limitations.

WHFB: Battle Royale thoughts

January 17th, 2012

The Game of Fantasy Battles

The WHFB rulebook contains a specific scenario to account for games with more than two players: Battle Royale.  The rules diverge heavily from standard WHFB, namely in the way that turns are sequenced and units are deployed.  I played my first actual game of Fantasy this week, using the Battle Royale as an opportunity for my Chaos Warriors’ to hone their craft.  I came out with a few key lessons about the system in general, but also learned a fair bit about the Battle Royale scenario and its limitations.

Let me start by saying that GW concedes that Battle Royale isn’t a perfect scenario.  In a game designed for two players, shoehorning a 3rd (or 4th or 5th!) is bound to create some problems and inconsistencies.  The scenario does its best to address these problems up front.  The magic phase, for instance, has been overhauled.  One player rolls for Winds of Chaos, and then casts all of his spells.  The scenario dictates the order and rules for which other players may dispel, allowing you to dispel attempts from each player.  This is one of many such adaptations made from the standard fare.

The biggest problem you’ll see with Battle Royale is how the deployment works.  One player deploys his entire army in a 16×24 inch box centered around the middle of the table.  The remaining 2-4 players then deploy within 6″ of a table edge of their choice.  You can immediately see the problems with this setup: the player in the middle is at a disadvantage with his positioning, but also with deployment order.  This player has to place his entire army without knowing where or on which edge the enemy will be!  The only concessions he gets are that he gets the first go in each movement, shooting, and combat phase.  He also gets to dictate the order in which combats are resolved.  In the magic phase, this player has to declare his spells and use his power dice first.  This strikes me as a crippling rule, because the other players still have a full stock of dispel dice, and can take turns dispelling if they choose to.

As you may have gathered by now, I was the player in the middle.  My first Fantasy game was a rough awakening — I was surrounded by Empire war machines and Savage Orcs, my 700 points of Chaos Warriors trembling as they scrambled to re-face the nearby enemies.  Moreover, I had to skirt around units with the Frenzy special rule.  Despite not wanting to attack me, the Orc player had to watch his units get kited around because my Marauders were trying to steer him towards the Empire.  Nonetheless, we all agreed it was a broken scenario, especially with a first-timer taking the middle deployment.

With that in mind, I’d like to propose a few changes that would make the Battle Royale scenario a little more viable, for beginners and experts alike:

  • King of the Hill.  Players should be rewarded for holding objectives, not for ending the game with them.  I’d propose that in addition to General-based points, there be one central objective.  If you hold the objective at the end of a turn, you get +1 point.  This would give the middle player an inherent bonus, as he’d get a free turn or two of holding the objective before things got messy.
  • Middle Deploys Last. If there was any semblance of goodwill towards the middle player (call it pity if you must), it would be gone with the aforementioned King of the Hill rule.  This would need to be balanced by letting the middle player deploy last, reacting to the other deployments so that he isn’t getting rear/flank charged by everything on the table.  Even changing to a standard unit-by-unit deployment, rather than an army at a time, could alleviate that problem.
  • Middle Chooses Magic Order. Magic buffs tend to be polarizing — it’s either a boon or it’s totally useless.  Regardless of whether or not you left your wizards at home, being able to manipulate the game by forcing certain players to cast or dispel first lets the middle player stand a chance.

The end result is that you have a middle player who’s ready to fight anyone and everyone.  Gameplay is funneled toward the middle of the table in vanilla Fantasy, and with the standard Battle Royale rules they’ve only added juicy rear/flank targets.  If you and two or more friends want to mix it up, I’d be prepared to institute changes like the ones outlined above…or at least give the man in the middle a few extra points!

WHFB: Chaos Warriors

January 10th, 2012

Image courtesy of Games Workshop US

Last week I took a look at the Chaos Marauders, but I’d be remiss if I didn’t do an article on the glorious Warriors of Chaos themselves.  The Warriors of Chaos boast what is arguably the best core troop.  With access to an easy 3+ armor save, high strength and toughness, and solid initiative to boot, the Warrior of Chaos is a fearsome fighter.  All of this close combat prowess comes at a cost — they mostly skip the shooting and magic phases, and they bring a hefty points cost with them.  Let’s examine what uses they can have in a Warriors of Chaos army though:

The All-Rounder: 17 points

Seventeen points is a steep cost for your basic troop, with extra points buying you a shield and halberd.  While you can’t use both in close-combat, the shield provides an essential boost to your armor save against missile fire while you’re getting there.  Halberds will give you two S5 attacks per Warrior in the front rank, three for your Champion.  The end result?  A couple of ranks five-wide with full command will net 16 S5 attacks at WS5 and I5.  That is downright menacing.  Including the Mark of Khorne on the unit will up the ante to 21 S5 attacks.

The Brick Wall: 16 points + Mark of Tzeentch

For a more defensive-minded unit, forego the halberd and give the unit a Mark of Tzeentch.  This will give you a 3+ armor save and a 5+ parry save in close combat.  At range, you have a 3+ armor save and a 6+ Ward save.  This means you will shrug off 92.5% and 90.7% of S3 hits in combat and at range, respectively.  Those numbers are still very respectable at 83.3% and 79.2% if you’re looking at S4 hits.  Such an expensive anvil will require proper protection to ensure they don’t run off, as you will not have steadfast.  Nonetheless, they will take a licking and keep on ticking.

The Meatgrinder: 16 points + Mark of Khorne

You could forego defense entirely and just buy an extra hand weapon.  With the Mark of Khorne, you now have 4 attacks per front model.  It’s worth noting that this doesn’t really boost your second rank, but if you’re running a wider frontage (like a horde, if the situation warrants it) then you’ll be in for a treat.  Even in most situations, running 6-wide is an option, meaning you’ll have 25 attacks from the front tank with a Champion, all striking at S4.  This build can work well if you know you’ll be facing a lot of weaker troops, where S4 (and its corresponding -1 Armor Save penalty) are sufficient to inflict casualties and numbers are more important.

Other Thoughts:

There are a few things I’d like to point out about the Warriors’ options.  Great Weapons strike me as a total waste.  While you do get an awesome S6, you’re wasting your Warriors’ I5.  Sure, they’re armored enough to withstand a round of combat and then strike back, but you’re already paying for that I5.  Even with Mark of Khorne, there are better and cheaper ways to fit Great Weapons into your list (see: Marauders).

Mark of Nurgle is a promising idea if you know you’ll be facing a heavy shooting phase.  Keep in mind that the -1 to hit only applies in the shooting phase, and becomes a WS modifier when being hit in close combat.  This means that you’ll rarely see the benefits in combat, but it can be useful to keep your boys alive until they get there.  Of course, it should be weighed against Mark of Tzeentch, which will reduce all casualties by 1/6 anyways with its free Ward Save.

The Blasted Standard should be used in any decent-sized army, and the Warriors are a great candidate.  It works well with Knights as well, but having Blasted Standard and Mark of Tzeentch gives you a 4+ Ward Save against all attacks made in the shooting phase, which is huge.

In Summary:

Your Warriors are tough as nails, but they’re not indestructible.  Using other units like Marauders, Warhounds, and mounted units will let them get into combat quickly and do what they do best.  Your number one goal should be to get them stuck-in combat and protect them from shooting.  Even against enemy combat specialists, the Warriors will put up a respectable fight.  If you manage to get the drop on an unsuspecting squishy unit, sit back and let the fireworks begin!

Force Org: Elite — XV8 Crisis Battlesuits

January 5th, 2012

The Crisis Battlesuit is the backbone of the Tau army, and an immediately recognizable touchstone to an entire genre of sc-fi action. Visually striking and tactically flexible, there is a lot to like about battlesuits despite they and the Tau being a demanding army to command. Even with their shortcomings though, battlesuits can own the opponent’s advancing line by raining down fire.

Time to don the mantle of the hero.

Crisis Suit Basics:

  • Battlesuits are fairly cheap, and possess a statline that gives them staying power.
  • They have access to almost every gun in the tau arsenal, making them cross-role easily.
  • Their “jump-shoot-jump” ability makes them difficult to pin-down, and able to perform sneaky tactics for the skilled general.
  • They provide something that nothing else in the tau army can—lots of shots, where you want them, on something that can survive counter fire. Like everything in the Tau codex though, battlesuits are pretty much through if caught in close combat.

Advanced Tactics:

  • Battlesuits are all about mid to long range fire suppression thanks to their combination of traits and weapon slots. Strongly consider equipping the missile pod + plasma rifle combo.
  • Battlesuits are the Tau codices’ tough guys, but they still need finesse to succeed. Target selection, markerlight hits, and the unit’s jetpack move are essentials.
  • A battlesuit’s maneuverability makes it very easy for them to gain cover. Consider jumping them in front of, and then behind a line of kroot or advancing devilfish so that you always gain clear line of sight, and then evade.
  • Deep striking is almost always a gamble that doesn’t pay off, because battlesuit’s loose their ability to use their jetpack move during the turn that they arrive.
  • Battlesuit’s have a disappointingly mediocre BS. If you want their firing its most optimal, get some markerlights on their targets.
  • Complexity isn’t always a good thing. Although the battlesuits come with a ton of options, they rarely benefit your army by taking them.
  • While battlesuits have an attractive S5, they’re still terrible in close combat. Since they’re so useful for a tau army, it benefits you to do whatever you can to avoid being caught by melee attackers.

Battlesuits count as jump infantry, so you can get a cover save thanks to defending units. For the Greater Good!

War Gear

Few units in the game still come with as many options as XV8 suits, but most of this gear has become obsolete or is too expensive for practical use. Here’s a quick rundown of what’s available:

  • Weapons systems are ultimately what the battlesuit is all about.
    • Burst cannon: The STR5 standard is a fair choice for battlesuits, but only if you’re fighting horde armies. The Tau have enough STR5 shooting from other sources that a burst cannon on your powerful suits is usually wasted fire.
    • Flamer: I would only take these in the twin-linked variety, because if you’re close enough to use them, you’re close enough to be charged by whatever isn’t burned to death. In general, these should be avoided, but if you know that you’ll be facing imperial guard, orks, or tyranid, they can come in handy.
    • Fusion Cannon: While the melta traits of this gun are attractive, there are better platforms for this weapon than an XV8 battlesuit. Basically, if you can use it, you’re going to be charged on the next turn—and killing a single tank is almost never worth it. Use piranhas to speed fusion cannons to targets, and keep your suits safe laying down cover fire.
    • Missile Pod: Now we’re talking. Excellent range, solid stopping power, and a crazy cheap price tag make the missile pod almost a mandatory choice.
    • Plasma Rifle: After the missile pod, this is my go-to gun. Although expensive, it gives you the combination of high STR and low AP that makes it a serious threat to your enemies key units, like terminators or monstrous creatures.
  • Blacksun Filter: Since battlesuits will usually be fighting at range, blacksun filters can become handy, though the current edition of the game uses nightfighting only in one game turn.
  • Drone Controller: The ability to take drones can be handy, but remember that if you have more drones than battlesuits in your unit then you most use their majority statistics, which is no good. Keeping a shield drone on hand to absorb melta, or lascannon shots is never a bad idea though.
  • Multi-tracker: Mandatory if your battlesuit isn’t sporting a twin-linked system.
  • Shield Generator: Taking the shield generator gives you very little benefit over what a shield drone, especially since the kinds of the things you want to defend against will instant kill a battlesuit if you fail the invulnerable save anyway—you may as well have it kill a drone!
  • Target Lock: A perfect example of why the tau codex is due for an update—references about rules that aren’t even in the game anymore.
  • Targeting Array: A great choice if you a utilizing a twin-linked weapon system, such as a missile pod or fusion blaster, or if your list is short on markerlights.

Don't shoot at more than your guns can handle. Targets like this Rhino are sure things for XV8s.

Off the Sprue

Battlesuits have a solid model, suitably dramatic and tough looking. The kit comes with almost every weapon choice available (except for the ion blaster and airbursting frag), as well as the primary wargear options. The suits limbs are very easy to convert, letting you give your suits some great poses. Overall the kit is very paintable, so long as you’re good at painting smooth coats; there are lots of broad surfaces. Magnetizing weapons is easy, given its size. Overall a good kit, though more variants for heads, etc. would be great. Here’s hoping for an update to accompany the next codex.

WHFB: Chaos Marauders

January 3rd, 2012

Chaos Marauders - Picture courtesy of Games Workshop.

The Warriors of Chaos army is known for having the fiercest of core troops.  The Chaos Warriors will shred most enemies they meet in hand-to-hand combat, but one often-overlooked option is the Marauder.  Representing the rampaging tribesmen of the North, the Marauders bring rank upon rank of flesh and steel to bolster your elite Warriors.  With steadfast and rank bonuses being as important as they are in 8th Edition, Warriors of Chaos will need all the help they can get in the numbers game.  Let’s take a look at your options for kitting out these versatile troops:

The Bunker: 6 points/model

Six points gets you a T3 model with a 5+ save and a parry.  That’s pretty decent, especially when you start looking around other units.  Now consider what happens if you take the Mark of Tzeentch, which will amortize to under a point per model, assuming you take at least 20 Marauders (which you should!)  Now you’re looking at 7 points for a 5+/5++ T3 model.  Stick a Sorcerer in there or march a large block up the middle of the battlefield as an anvil.

The Blender: 5 points/model

If you don’t need an anvil, consider a hammer.  At 5 points a model, you can give your boys Flails or Great Weapons.  If you go with a minimum frontage of 5, you’re looking at 10 S5 attacks with your front two ranks.  Mark of Khorne gives you 15 S5 attacks.  If you switch between Flails/Great Weapons based on your opponents, you can make good use of the Marauders’ I4 when it’s useful.

Huge Blocks: 200-250 points

Just to put the point costs above in perspective, you can bring 40 Blender Marauders for 200 points.  Or 40 Bunker Marauders for 240 points.  That’s 8 ranks, if you’re only playing 5-wide, to ensure steadfast with your Bunker Marauders.  If you’re able to deploy in horde formation (10-wide) your Blender Marauders will get 20 S5 attacks normally, 30 with Mark of Khorne, and 33 if you add a Champion.  Not bad for under 240 points!

Mark of Nurgle

The Mark of Nurgle’s caught a lot of flak because of the FAQ that weakened it.  Namely, units only receive -1 WS when striking against you, so units like Marauders only benefit against WS2 and WS5 units.  They don’t get any other CC-related bonus from Mark of Nurgle, i.e. rolling to hit against other units.  There is a benefit, however, to wearing the Mark of Nurgle if you know you’ll be facing an army with an impressive shooting phase.  Units suffering a -1 BS penalty is big, but remember that it only applies to tests based on ballistic skill.  Elves with Longbows will already likely be shooting at a long distance, another -1 can really thin the number of saves you have to take.  Magic missiles and war machines could be a separate issue.  The Mark of Nurgle can work on your Marauders, if you know who you’re facing.  It can also be handy in shrugging off certain spells from the Lore of Nurgle!

Conclusion

Marauders are a versatile unit that shouldn’t be overlooked.  They can’t replace Warriors in terms of sheer killing power, but getting 3 Marauders for the price of 1 Warrior should really make you think hard about how you use either in a game.  With so many elite troops, Warriors of Chaos have to leverage the numbers game any way they can, and Marauders give them a way to do that.

Painting Warriors of Chaos

December 20th, 2011

Now that I’ve consistently been putting paint to minis, I figured it’d be a good idea to do a quick tutorial on how my Warriors of Chaos come to be.  I’ve gotten a few compliments on them, which is always great because they’re quick to whip up to a tabletop standard and look really sharp as a regiment.  This is what we’re going to make:

Step 1: Base Coats

The first step is to get the main colors down.  Take a hefty amount of Scab Red and thin it down a bit.  You’re going to slather it on most of the mini: the head, armor plates, and the front/back of the cape.  Next, take some Calthan Brown and hit the horns, shoes, weapon handle, and fur.  Carefully get the belt as well, don’t worry about painting over the metal buckles.  Finally, take some Boltgun Metal and do the blades, chainmail, and shields.  Make sure to get the edges and back of the shield too!  Here’s where we are so far:

Step 2: Red Stripe

Take some Blood Red and start lining the edges of the armor.  Make sure to get thigh plates, shoulder plates, gloves, and the helmet.  A thin line will suffice.  I’d also advise you get the collar piece, as that’s what will really make the model pop.  Keep a steady hand and if you mess up, you can come back later with more Scab Red.  Here’s what we’re looking for:

Step 3: Orange Line

Now take your finest brush and some Blazing Orange.  You’re going to want to edge the areas you just painted red so that they have a slight line of orange on the outside.  Edging is easiest when you tilt the brush at an angle against the edge you’re highlighting, although this isn’t always possible.  Don’t worry if your edging looks too thin.  Less is more here, and we don’t want the orange to dominate the highlight:

Step 4: Highlights and Washes

Take a lighter metal like Mithril Silver and highlight the edges of blades and the icons on the shield.  Using the same edging technique as before, highlight around the edges of the shield.  Pick out any other metal bits: rivets, bolts, hoops, etc.  Paint the horns in your favorite manner, I chose a Dheneb Stone/Calthan Brown mix.  Drybrush Dheneb stone over the furs, being careful not to touch the cape or helmet.  Finally, get some Badab Black and get ready to wash!  Wash the shield, pushing the wash towards the edges of the icon but off of the icon itself.  Wash the chainmail to make it pop.  Wash the boots and weapon handles to show their natural texture.  Finally, water down a bit of Badab Black and wash the armor plates if you feel your edging is a little rough.  Base to match your table or army, I just drybrush some more Dheneb Stone:

Step 5: Cloaks

My trick to cloaks is simple: blend your way up to the raised areas.  Thin out some Scab Red to make a glaze and paint the cloaks again.  You really want a solid red color, no splotches.  Next, do a 50/50 mix of Scab Red and Blood Red, but with less water.  Paint from the bottom of the cloak upwards, trying to hit the raised folds.  Next do Blood Red on its own, again thinned less.  With each successive layer, you should be painting closer to the center of the raised folds on the cloak, leaving darker colors in the recesses.  Next do 50/50 Blood Red and Blazing Orange, and finally Blazing Orange on its own.  When it’s all said and done, you’ll have some splotches, so use a Baal Red wash to bring it all together.  Note that the washes will take awhile to dry, as seen on the right:

And there you have it!  Finish any remaining cloak accessories (like the skulls) and basing, and you’re done!  Once you get the hang of edging, it shouldn’t take long to rattle off a group of Warriors.  If you’d like a cleaner look, you can smooth out the cloaks and the edging with more layers (i.e. do 2/3 Scab Red and 1/3 Blood Red before the 50/50 mix).  You may get quicker/cleaner results if you use a Citadel Foundation paint for the red tone, such as Mechite Red, but the color will be different from what you see here.

Of course, you could use these techniques with other color palettes if you want your Warriors to bear the mark of another Chaos God.  Using a series of Green/Yellow, Purple/Pink, or Blue/White could easily net similar results with a more Nurgle, Slaanesh, or Tzeentch feeling, respectively.  Good luck!