Archive for the ‘CMO news’ Category

Sale Extended!

Saturday, December 17th, 2011

Chaosmailorder.com is extending the 25% off of retail sale on GW products until Tuesday, January 3rd, 2012.

Custom Built — Forests

Thursday, December 15th, 2011

Nothing makes your game board complete like some classy scatter terrain—especially forests or vegetation. GW’s “Citadel Wood” can give you a detailed set of trees which covers about a 1’x1’ area for about $25… but for $25 dollars I could cover an entire board with forests.  Creating forest pieces is probably one of the easiest terrain projects out there, making it something even first-timers can accomplish with great results.  Moreover, your local craft store probably has so much variety in their artificial plant stock that you’ll be able to create a cohesive theme of many different styles of forests.  Here’s what you’ll need:

  • Some fake plants
  • Foamcore (or cardboard if you’re in a pinch)
  • Your glue gun with translucent glue.
  • Your modeling knife
  • A few shades of paint to match the theme of your project

Here’s how to do it:

First, go shopping. Hunt down sales and coupons for artificial plants at your local craft store. You probably won’t be needing any of the expensive, flowery plants, so you can get off cheap in most cases.  A little bit goes a long way here.

Nothing makes you feel like a man like going into the floral department of your local craft store.

Next, create a base for your section of forest. Check out my previous blog entry “Custom Bases” for steps on how to easily create bases out of foam core. I’ve seen some players create large templates of forest, but I think this is boring; it limits you to using the same shape of forest every game. I prefer creating smaller based pieces of terrain that are more modular.

You can get lots of bases out of a single sheet of foamcore.

Clip, prune, or trim your fake plants in a way that makes sense. Use interior wires to give your foliage shape. Usually you can even leave the stems in place as tree trunks. Most plants will have leaves which create realistic looking shrubs or bowers with no alteration, but you can also get create to create weird, alien looking trees.

Now, determine where you’re going to place the plants on your bases. Consider adding a second layer of foam core to that small area, this way when you glue the plant into the base it will have more foam to stick to.

I used a small chunk of polystyrene to add depth.

Glob on the glue, and stick the base of your foliage into the foam core. I like to twist the stems of my plants so that I maximize the coverage of hot glue. Next I take small rips of scrap foamcore and glue them around the bases of my mounds to make it look more realistic as well as add strength to the bond.

Small groupings are OK, but always leave room for models!

Finally, paint the base of your forest with a three layer color scheme to fit the theme. I’ve been thinking a lot about Dark Sun lately, so decided to make this piece desert themed. These spiky cacti look great when set against simple browns.

Paint order: black, dark brown, brown, light brown, beige.

With an afternoon’s work, you can have enough great looking terrain to cover an entire table! This is a great project for your group as a break between normal play, or when you wife wants to spend time making X-Mas decorations!

Jungles and deserts-- no problem. Swamps are a little bit tougher...

Your First WHFB List (Warriors of Chaos)

Tuesday, December 13th, 2011

It’s been awhile, but I’m back.  I’ve focused on a lot of the differences between WHFB and 40k, and what to look out for.  But now it’s time for what may be the most important article: how to build your first list.

As always, you need to balance your existing inventory and budget on what you’d like to spend.  Luckily, most of the Battalion boxes from Games Workshop are pretty solid buys.  Some are better than others, but for the most part you’ll be getting units you’ll use, along with a “free” unit that would cost you another $25 if you bought everything separately.

Going back to my Warriors of Chaos Battalion, I’ve got the following models: 20 Marauders, 12 Warriors of Chaos, 5 Knights, and 10 Warhounds.  Once you factor in the cost of a General, you’re not too far off from 1000 points!  It won’t bring you to a balanced 1000-point list though, so let’s start a little smaller with 750 points.  Keep in mind that 750 points of WHFB isn’t exactly proportional to 750 points of 40k, where the armies tend to be smaller.

20 Marauders – 160 points

This is a solid block of relatively weak infantry.  They’re actually not very weak, but relative to the almighty Chaos Warrior they appear so.  Having 20 models will allow me to bring 4 ranks, which is a solid infantry block in a game this size.  They’ll make a good anvil, or a tie-up unit, while I wait for the reinforcements to arrive.

I’ll equip them with humble hand weapons, Shields, and Light Armour.  Their Hand Weapon/Shield combo grants them a 5+/6++ save in combat.  I’ll give them a Mark of Tzeentch so they can enjoy a 5+ Ward Save in close combat.  Since they’ll be a mainstay in most skirmishes, they should enjoy full command (Musician/Standard/Champion).

12 Warriors of Chaos – 279 points

Now for the scary guys!  The Marauders above will give most enemy troops a tough fight; these guys just make it unfair.  We’ll again give them full command, but also Halberds.  Having your front line strike with 11 Strength 5 attacks is nasty…and that’s not even considering the supporting rank!  Giving these guys shields is always a good option — although they can’t use them in close combat, it makes them less susceptible to shooting attacks.

Combine that with a Mark of Khorne.  These guys become bloodthirsty, and gain extra attacks.  Assuming you’re running two 6-wide ranks, you’re looking at 25 attacks at S5, I5!  These guys become a blender.  To round them out and help them get to combat a bit faster, let’s give them a Banner of Swiftness.  Those extra inches can really add up!

10 Warhounds – 60 points

Warhounds are a fun little unit.  They provide speed, two ranks, and never really look like a threat to your opponent.  But they’ll always be there to harass flanks, deny charges, and generally disrupt.  They’re not going to take out many bodies, and can crumple under any focused fire.  But their main job is to buy the rest of your army time, and for 60 points it can’t be beat.  I’d avoid the extra options, because they just make a throwaway unit needlessly expensive.

5 Knights (Marauder Horsemen) – 75 points

Knights took a bit of a blow in 8th Edition.  Chaos Knights are still terrifying units, but they’re super expensive.  Rather than build an 800-point list with a 200-point unit, and then try and add junk to reach 1000, consider playing a 750 point game and using those Knights as really scary-looking Marauder Horsemen.

Being Fast Cavalry gets them a free Vanguard move, and the ability to march and fire.  To take advantage of this, I’d give them Throwing Spears (Javelins) so that they can race up to an enemy, throw some spears, and then fall back and regroup when charged.  Giving them a shield will maintain their Fast Cavalry status as well as giving them a bit of armor, plus if they ever wind up in close combat it will grant them a parry save!

Chaos Sorcerer – 175 points

Ok, so you have to buy one model outside the Battalion.  You can choose to go magic-heavy with a Sorcerer or combat-heavy with a Hero.  In low-points games, magic’s erratic nature shows its true colors.  Luckily, Chaos has some great ways to mitigate its unpredictability.

Mark of Tzeentch gives you +1 to your casting rolls, which is nice.  The Lore of Tzeentch contains a number of good spells, which scale really well to small games.  Upgrading to Level 2 means you get +3 to casting rolls, as well as a second spell.  Add a Spell Familiar, and now you get to know 3 spells!

Of course, this magic death machine’s going to be a big target, so a few defensive items are in order.  Enchanted Shield and Talisman of Protection should help with that.  Now your Sorcerer has a 2+ armor save with a 5++ Ward Save.  Thanks again, Tzeentch!

The Final List – 749 points

Heroes (175pts)

  • Chaos Sorcerer (175pts)

    Gifts of Chaos (25 p), Level 2, Lore of Tzeentch, Mark of Tzeentch, On foot

    • Magic Items (50 p)

      Enchanted Shield, Spell Familiar, Talisman of Protection

Core (574pts)

  • Chaos Marauders (160pts)

    Marauder Chieftain, Musician, Standard Bearer, Mark of Tzeentch

    • 20x Chaos Marauder

      The Will of Chaos

      20x Light Armour, 20x Shields

  • Chaos Warhounds (60pts)

    10x Chaos Warhound

  • Chaos Warriors (279pts)

    Champion, Musician, Standard Bearer, Mark of Khorne

    • 12x Chaos Warrior

      The Will of Chaos

      12x Halberds, 12x Shields

    • Magic Standard (50 p)

      Banner of Swiftness

  • Marauder Horsemen (75pts)
    • 5x Marauder

      Fast Cavalry, Horselords, The Will of Chaos

      5x Shields, 5x Throwing spears

Why Necrons are Good for Everyone

Thursday, December 8th, 2011

Necrons deserve this update.

New and a Hundred Times Improved

I don’t think any army in the 40K universe has been as marginalized as the Necrons, which is a shame. Just look at 5th edition’s publication history: six imperial codices, four of them space marine-based! That’s a serious proliferation of power armor, and damaging to the variety of the game. While the new Necron codex and models are especially great for old-school Necron players, it’s just as good for everyone else as well. Here’s why.

Necrons represent a very important element in the sci-fi landscape of Warhammer, one which has hardly been touched on in the past because of GW’s obsession with all things Imperial. They encompass the coolness of both the undead, as well as artificial intelligence. After I became a fan of the hobby and introduced it to friends, many of them were immediately drawn to the Necrons. Their art, style, and photography in the main rulebook is very alluring for new players. After all, they were the bad-guys (and who doesn’t like the bad guys?), and the idea of playing an entire army of terminator-like skeletons is way cool. Even newcomers to the game are probably familiar with the idea of Space Marines—even if it’s just through the images “borrowed” by video games like Star Craft, which makes something as strikingly different as the Necrons a fun alternative.

The illusion wore off after a few games, when we realized that the old Necron codex offered fewer units, fewer options, and a pitiful level of competitiveness. No matter how much one may love an army’s backstory or models, the sting of constantly losing gets old. That’s why we hardly see Necrons at tournaments, or even local clubs. You can’t win with them, at least not consistently or against skilled opponents, simply because of the obsolescence imposed on the Necrons by the favoring of other armies. How many tournaments have you been to where you fought almost entirely Space Marines? Am I the only one who thinks that humanities ultimate defenders are more interesting when they’re fighting things that AREN’T humans?

The Necron update is great for everyone because it adds an important element to the universe that we spend tons of time, and money in. The new rules will create unique games and give our Space Marine armies something to fight, making them (and all the other xenos armies) more fun. It strengthens the 40K story by bringing new style and depth to what’s out there in the galaxy. It gives us something new to look at on the table, and new challenges for our armies to overcome.

Most of all, it gives current Necron players the satisfaction of knowing that they were right all along, and that when everyone else jumped onboard with the flavor-of-the-month Space Marine army, they were the ones who were keeping it real the whole time.

Rejoice in the opening of the Necron tombs, and hope that we’re given more new stuff down the road to broaden the horizon of the game.

Embrace the Souless Legion

Games Workshop Holiday Sale

Tuesday, November 15th, 2011

Holiday Sale 25% off Games Workshop products.

Once again it’s time for the Annual Chaosmailorder.com Games Workshop holiday sale. Take 25% off most regular range items.

To see exactly which items are on sale please email to Chaosmailorder@aol.com and request a pdf catalog or just give us a call toll free at 1-877-40-CHAOS (877-402-4267)

Available catalogs include:
Just Warhammer 40K
Just Warhammer Fantasy
Just Lord of the Rings
Just Hobby Supplies
The complete catalog

Sale ends December 16th, 2011

Also watch for our Black Friday coupon code for website wide specials on Thanksgiving weekend.

vs — ORKS!

Thursday, November 10th, 2011

If you’ve ever read my posts on this blog, you know that I love orks. If you’ve ever played against my orks, you know that they stomp faces in. Despite the numerous notches on the ork’s belt, I still get queasy waiting for other armies to blow huge holes in my assault. Though it doesn’t always happen, I know it easily can; all those armor values of 10 and 6+ armor saves are pretty much asking to be ripped apart. The orks prove themselves though, adding human, eldar, and tau heads to their trophy racks regularly. So, while it may hurt me in the long run, here are some tips you can use to counter the green horde.

Know Your Foe. Orks can really only do one thing well: fight. If they aren’t in your face, the battle is going your way. Their shooting, while probably underrated, is still bad. Lootas are their only good long-ranged units (“good” being relative, we’re talking orks here), and even their “tank-hunting” weapons only hit every once every three shots. The true threat are power klaws, which are every where. Klaws are the best weapon orks have, and pack a wallop. Ork mobs are dense but easy to kill when not in cover, and even easier when you initiate the attack. When charging, they can hit very hard, and their large mobs mean lots of bodies you’ll have to deal with once they’ve got their hands on you. This charge will mostly come from one of their open-topped vehicles, which aren’t very powerful, but incredibly good at getting their cargo in.

Here are of the biggest ork weaknesses you can exploit:

  • Lazy. Orks have mediocre stats, and can easily be defeated if you get the jump on them. Their low initiative and strength means that they’re  outmatched if you can initiate the charge.
  • No Psychic Defense. Select and use your most destructive powers, because the orks can’t do anything to stop them.
  • Horrible Armor. Orks die like crazy. They love it. Properly placed flamer or blast templates will wipe the floor with them. Favor these weapons over single shot weapons.
  • No Long Ranged Support. Lootas aside, ork shooting only occasionally does anything. This lets you move through fire lanes without fear of getting hit. Just be ready for the charge.
  • Poor Vehicle Armor. Orks only have one armor facing in their entire codex that’s above 12, and plenty of them that are 10. This means that you can save points in your list by purchasing lower strength weapons (that often have more shots) instead  of expensive single-shot weapons like meltas.

Beware. When you’re outnumbered 3:1 by a bunch of screaming greenskins, knowing which one’s to shoot first becomes important.

  • Big Meks: While a warboss is a beast in assaults, big meks provide much more to an ork list because of their kustom force fields. Know where the field is, and when shooting at it is a waste of time.
  • Nobz!: No matter where they are, or what vehicle they’re in—they are your priority. Nobz murder everything, and are very tough. Power and low AP weaponry becomes very useful here; STR 8 blasts are even better because it’ll cause instant death.
  • Killa Kanz. A top competitor for best all unit in the ork codex, killa kanz are very destructive in close combat and quite capable at shooting as well. Their grotzooka is one of the best deck-sweepers in the game, and will make mince-meat of exposed infantry.
  • Warbikers/Deffkoptas. Tough, fast, and versatile, these two units also have twin-linked, strength 5 guns, which can perform surprisingly well.
  • Trukks. OK, so everyone laughs that trucks are lame and easy to blow up, and they’re right, but what’s important is what happens if you DON’T blow them up—you get smashed by the orks charging out of them.
  • Gretchin. For some reason people keep leaving my gretchin alive, which is never a good idea. They’re sneaky, dirt cheap, and are perfect for holding objectives in cover– kill them before they get there!

Tactics. Here are a few tricks that’ll stop the horde in their tracks.

  • Don’t face it head on. Ork armies take up a lot of space to deploy. Add to this the fact that they won’t be shooting much on turn one, means that you can count on being safe for the first turn. Use this to your advantage by castling up in the corner. This will take orks on the far side of the horde too far away to traverse the diagonal distance across the board to get you. In the best case it can take almost half of the horde out of the equation for several turns.
  • Transparent Strategy. With the possible exception of kommandos, you know exactly what the ork general is going to do: the only thing his army can—charge! Be prepared for this by getting your fire lanes open and taking down transports. You know what will happen if he gets to you.
  • Dealing with the Kustom force field. This is easily the best piece of wargear in the ork codex, and it will ruin your day because it essentially stops 50% of your shooting attacks from getting through. This is huge, and you will waste your time trying to get through it. Go after the sure thing—that truck or buggy speeding up the flanks—rather than beat your head against the wall trying to blow up the battlewagon with lascannons. Adjust your line to deal with the wagon once it’s there, rather then waste your one or two turns of firing on an gamble.
  • Vehicle Blocking. Against orks, your vehicles become more important for protecting you, rather then moving you. Consider disembarking your troops the turn before they get to you, then pivot your vehicles to expose their profiles to the orks. This will create a wide wall that will block the orks from getting to your troops. The orks can only charge one unit, and if they want to to get to your troops that means it’ll have to be the vehicle, which means your infantry will be a good position for a counterattack.
  • The Right Weapons. Meltas are wasted on orks, flamers are not. A single template will cut a huge wedge right out of the boyz.

vs — Imperial Guard

Thursday, November 3rd, 2011

With all of Drew’s great Imperial Guard content on our blog lately, it inspired me to poke back with some guard info of my own—mostly on how to SMASH THEM! This post will kick off a new series for me, “vs”, where I’ll give you some battle-tested techniques for taking down enemy lists.

Know Your Foe. Guns and tanks, that’s about it. Guard armies are one of the easiest to plan for because you know, with only the most bizarre of exceptions, that you’ll be up against these two things. Guard rely on a massive amount of artillery to get the job done, and the have easy access to huge templates en masse. While the fusillades of heavy weapons are devastating, their large infantry platoons can be just as effective due to their numerous special weapons and model count.

However, the guard does have a few Achilles’ heels that you can exploit:

  • Feebs. The only thing that dies faster in close combat are gretchin. Guardsmen are like lambs to the slaughter for almost any army, which means that if you can get into assault—you’ve probably won.
  • No Psychic Defense. Let those powers loose. Blood lance, lash of submission, jaws of the world wolf, fortune… any and all will give you an edge, especially those which provide cover saves to protect you from the hour-long shooting phase you’ll endure.
  • Swarms. Units of guardsmen may as well be swarms, because even a standard flamer will take a huge bite out of their numbers. Since they love to hide their huge squads behind vehicles or area terrain, flamers are a handy tool to wipe out their scoring units, of which they can field countless.
  • KP Heavy. All those vehicles the guard will bring can catch up with them in the long run; their lists sometimes offer you a KP ratio approaching 2:1!

Beware. When you’re staring down the barrels of a dozen tanks, it can be intimidating, but some things are definitely meaner than others.

  • Company Command Squad: This HQ will be buffing up the entire army throughout the game, and it’s usually very tough to do anything about it. Guard players love to keep their HQs very will protected, because their almost as easy to kill as regular infantry. In my experience it is better to leave them be because of the difficulty in getting to them and the certain counter attack to follow if you invest in a tactical strike against them via deep strike, etc. Work on taking down things you know you can get instead.
  • Infantry Platoons & Chimeras: While easy to kill on both accounts, guardsmen can surprise you if they catch you in the open. Their transports are rugged and versatile, while many guard players can manipulate the structure of their platoons to wiggle in a variety of special weapons.
  • Valkyrie/Vendetta. Probably the best all around vehicle in the guard codex because of their reliable, precision firepower and their speed. A big priority because if anything is going to get a shot on your vehicle’s side armor—it’s this.
  • Hydra Flak. These suckers can run in squadrons and put out huge light-armor shots, easily chewing through monstrous creatures and transports.
  • Executioner. Do you play marines? Then take this thing out quickly. One round of it shooting will wipe the floor with your toughest, most badass, and expensive unit with massive amounts of plasma!

Tactics. Here are a few tricks I’ve learned to send the guard packing up early.

  • Turn order? Unless you have tricks that bring in reserves fast, I recommend that you always take the first turn with the opportunity. A full round of guard shooting will not only give them an early edge, it takes FOREVER! You could instead decide to go second and keep everything in reserve, but unless you’ve got tricks to bring them in quickly I don’t recommend it. Guard shooting at your whole army is bad, but the guard shooting at only a few units as they mingle onto the board is worse.
  • Speed! Get in close as fast as you can. In every game against the guard I’ve played it’s been like trying to storm a castle wall; as soon as the line breaks, they fold.
  • Target Priority. This is probably the most important aspect to being a general against a guard army. You will have so many targets that it can be hard to pick and choose. In general, it’s useful to take down the things that will keep you from getting to the guard’s front lines, because once you’re there you’ll be in fine shape. Know where you’re vulnerable, and kill whatever the guard has that will exploit that weakness.
  • Parking Lot. This is a great tactic to screw with guard players because it uses their tools against them. Position your army in tight formations so that the guard’s gunline becomes less effective. In general, you’ll want to go in the direction that his big guns aren’t, this way he’ll bunch up in an attempt to get line of sight to hit you. You’ll get easy cover saves, and in the best case find all his weak units in a row for a multiassault.
  • Outflank. Guard players will usually have their heavy ordinance sitting in their backfield, where it shoots over anything to deny cover. They rarely move these vehicles, since their range is so huge and they don’t need line of sight—which means that they are vulnerable to sneaky assaulters.

Letting Go of Your Hatred

Thursday, October 27th, 2011

There are so many reasons why we should hate Space Marines, at least those of us who don’t play them. As GW’s poster boy, they get the most attention, the best rules, the most face time, the largest space on the shelf, and in general—the most everything.

The first step in my understanding of Space Marines.

I started playing 40K with the Tau because I loved their style and flavor. Super precision guns and awesome jetpack battle suits made it a no brainier for me to start them. Imagine my surprise when I found at that marines have almost as many guns that are cheaper and more accurate, or that their special characters give the entire army special abilities, or that they can deep strike more precisely than anything in my army… and so on.

I felt cheated. It seemed patently unfair. Everything that my army was supposed to do well—they could do better. This was only reinforced as I played more games, and made especially painful when the updated Space Wolves codex was released. Again and again my Tau guns, Ork power klaws, and Chaos sorcery bounced right off anything space marine. I hated their codex. I hated their models. I hated the develops for creating a fundamentally biased and flawed game. But then something changed.

I think it happened the first time I actually beat the Space Wolves with my Orks. I didn’t just win—it was a face-crushing landslide. It proved that they weren’t indestructible; it just took smart playing and smart list making. Again and again the Wolves went down under the boots of the Orks, and the boyz actually surprised the gimmicky Blood Angel players at the recent Grand Tournament.

Goal setting can be very important.

In fact, this may have been the turning point. I realized that in the hands of a skilled player, no army is significantly better than another. Once you learn the Achilles’ heel of your opposing list (and player), you can exploit it. In my case, what goes around comes around, and I’ve only lost one game against Space Marine armies (codex, angels, grey knights, wolves, or templars) in the past 6+ months. In fact, I’ve kicked their asses. So if you’re feeling a bit of angst towards GW for a perceived unfairness in the rules, realize that you have the tools to beat them, if you can find right way to use it.

While I do definitely think that the Marine-centric prevalence of GW’s models (and slowness to update armies) hurts competition in the long run, this just makes smoking space marines that much more satisfying—and remember that this is coming from someone who owns a space marine army. I like rooting for the 40K underdog, even though I love my marines now, too.

Don’t give up. Experiment. Reflect on what works and WHY it worked. Know your foe’s weaknesses, and you’ll find that power armor isn’t as tough as you think.

This is pretty much how I view Space Marines now.

Organizing Your Army Lists

Tuesday, October 25th, 2011

NOTE: This article is not meant to be an official endorsement of any kind.  I’m receiving no compensation from any of these developers, nor is Chaos Mail Order.  This article is derived from my experiences and opinions alone with regards to the following products.

Being a wargamer means you have to spend a lot of time and a lot of money to enjoy a game.  You spend hundreds of dollars on paints and plastic soldiers, hundreds of hours getting them ready, hundreds of dollars transporting them to a store with, you guessed it, tables that take a lot of time and money to make.  We look to trim dollars anywhere we can, and one thing to consider is your army building software.  Bringing a proper army list does a few things for the gaming experience: it clearly defines your army for you and your opponent, it allows you to look up rules or stats easily mid-game, and it allows you to tinker with your list by giving you a concrete starting point.  With that in mind, there are a few options for making army lists, each with their own strengths:

Army Builder ($40/year)

Created by Lone Wolf Development, ArmyBuilder is the most ubiquitous tool for managing army lists.  The guys at Lone Wolf are constantly adding features, including allowing you to list your existing mini collection and even photos of minis so you can identify units in your build.  For years, they have been the de facto standard for tournaments, as they provide a clear and concise listing of what’s in your roster.  ArmyBuilder merely provides a platform for online communities to build data sets of rosters and stats, however, so sometimes inaccuracies exist through no fault of Lone Wolf.  If you can afford it, ArmyBuilder will satisfy your every army building need, allowing you to save and print into a variety of formats.  Be wary that the license is annual, however.  If you cancel your license you can still use your ArmyBuilder, but will be ineligible for future updates…rendering you vulnerable to crippling bugs and far behind the communities producing rosters for updated versions.

BattleScribe ($0)

BattleScribe is a freely-distributed project developed by Jonathan Taylor.  He’s running the project on his own based purely on donations, meaning that his response to feature requests and bug reports may not be as fast as a full studio.  That being said, he does run a UserVoice page in order to get user input on what they’d like to see.  Much like ArmyBuilder, BattleScribe offers a platform for a community to model a rules system.  Using the bundled editors, you can create a game system and army ruleset, which are saved off in XML, if you’d prefer not to use the included interface.  Users can share these ruleset files easily, and BattleScribe even offers a repository feature for automatic sharing and updating.  Due to the smaller scale of the project, and its less mature nature, it’s missing some features that ArmyBuilder offers.  It’s certainly lightweight, comes with a mobile version, and is available on all platforms though.  Not to mention…free!

Pen/Paper, Microsoft Word, GoogleDocs ($0)

I’m lumping these together because they’re noticeably sub-par in comparison to your other options.  You can always just sit down with your Army Book or Codex, and write out a list.  This presents a few drawbacks, most noticeably that you have to hand-write everything.  It also discourages tinkering, because you’ll constantly have to erase and rewrite things.  Finally, you’ve got the problem of people distrusting your list.  In a friendly pick-up game, you don’t want to play with someone you can’t trust to write a proper list anyways.  In tournaments, the organizers and judges will not want to spend a lot of time manually computing your lists.  Sure, the solutions above aren’t guaranteed to be 100% correct, but they’re a lot closer than a list scribbled on a legal pad.

Word processors such as Microsoft Word offer the same advantages in comparison to pen and paper that they do for everything else: it’s neater and faster.  Microsoft Word is available to most people, or there’s a free multi-platform OpenOffice equivalent.  The problem you have is that you’ve eliminated the smaller drawbacks from pen and paper (neatness and inefficiency) but there’s still no way to really trust a person’s list that they just typed up.  You’re trusting them to pull in proper unit costs and add them all together, properly and honestly, which is apparently too much to expect from people.  Nevermind the issue you’ll have with Word’s annoying formatting habits.

Spreadsheet software, such as Microsoft Excel, the OpenOffice equivalent, or Google Spreadsheets, are a different story.  Proper spreadsheets can allow you to basically reproduce the functionality of the above software if you have the know-how.  The built-in capabilities for computation open up all of the unit costs and point tallying, with less ability to enforce limitations and rules.  Nonetheless, if you know your codex or army book, investing the time in a thorough spreadsheet will allow you to make lists in a flash.  If you have favorite units you frequently reuse in lists, this approach is even more appealing.

A quick note is that if you go this route, you should look into the GoogleDocs suite.  It’s a free, browser-based version of the Microsoft Office tools we know and love, but allows for easy sharing and access anywhere you have internet.  You can also access it on your Android device!

Force Org: Deff Dread

Thursday, October 20th, 2011

Crashing through everything from land raiders to carnifexes are the ork deff dreads, three stories of skorcha-spewing, tank crushing INSANITY!! If you haven’t had the joy of letting lose these clanging monstrosities than I feel sorry for you, because it’s a blast. Very few things in the 40K universe can kill things big and small as quickly as a deff dread, and they look exceptionally handsome in their orkiness when doing it. Let’s see why.

Time for a dread stompin'!

Deff Dread Basics:

  • Dreads are very good at killing things in close-combat. Anything. Their numerous dreadnought close-combat weapons give you many attacks that are incredibly strong, so don’t be afraid to be aggressive. If you aren’t attacking with your dread when you have the chance you’re probably making a mistake.
  • Deff dreads can form an excellent spearhead for your foot-sloggin’ ork army, going right for the tough stuff so the boyz can stomp face with infantry.
  • Deff dreads are cheap compared to other walkers, so you can field many of them without impacting your army list too much. Even minimally equipped they’re a big threat.
  • Deff dread shooting attacks are mediocre, so the best dreads are those with extra close-combat weapons. Running will get you closer faster so you can get their sawz and drillz and clawz on your target.

 

Advanced Tactiks:

  • Deff dreads are their most fearsome when deployed in groups, and when paired with a big mek equipped with a kustom forcefield. This will protect them as you charge, keeping your impact as strong as possible.
  • Dreads in the vanguard make great screens for advancing infantry. Keep a group of boyz nearby so the dreads don’t get caught up in a tarpit of weak troops.
  • Be leery of charging monstrous creatures or other walkers that beat your initiative. Your dread will probably take some serious punishment from these opponents.
  • Instead of getting your dread in the thick of things, try keeping it held back to protect an objective alongside a group of troops. Attackers will think twice before charging your position if they know they’ll have to fight the dread. If they shoot the dread on their way in then it means they’re ignoring the boyz, which means you can charge them on your turn.

WAAAAGH!!!

Wargear

Deff dreads have a solid list of weapon options, and only a few pieces of wargear. This makes them easily to drop into nearly any list. You’ll need to take two weapons, which will slightly change the way your dread behaves.

  • Extra CC weapons: This is usually the way to go, especially when you’ve got a kustom forcefield to defend the dread. The dread is really only good at fighting things, so you might as well give it the tools to make it its most lethal.
  • Big shootas: Two big shootas can make a mess, but remember that you’ll only hit with two shots on average. Great if your short on points.
  • Rokkit launchas: Two rokkits are actually worth considering, but only if your dread is going to be on the defensive. With them you can blast incoming troop transports to make infantry vulnerable. Otherwise you’ll probably be running every turn.
  • Kustom Mega-blasta: Not worth their price, since you’ll only hit with one out of three shots and the range is so close that you should be charging into melee instead of shooting anyway.
  • Skorcha: Definitely the best choice for a ranged weapon. With it you can flush out mobs of enemies that would tie up the dread in close combat with their numbers. And it’s cheap, too!
  • Grot riggers: Useful only if your dread is away from a big mek, which isn’t too advisable. Still, a dread that can’t move is practically worthless.
  • Armor plates. Handy to keep your dread on the move, and probably more useful than grot riggers, but this will drive up the cost of your dread. It’s better to keep him in a forcefield or behind a battlewagon.

Off the Sprue

The new plastic kit GW gave us last year for the deff dread is an ork player’s dream come true. It’s big, it’s bad, and it’s got a ton of personality. The model will probably steal the show when your opponent sees it riding high over your mobs.

Bits are somewhat barebones though. You won’t get much in the way of orky parts that you’ll want to save for other projects; however, the dread does come with enough weapons for any combination of wargear. This will give you lots of leftovers for arming future projects with very cool looking gunz. All in all a great kit, that while expensive, is a huge improvement over the older metal version.

It's about to get messy.