Archive for the ‘Games Workshop 40k’ Category

vs—Chaos Space Marines

Thursday, 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.

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.

Head-to-Head: Loyalist vs. Heretic Space Marines

Thursday, October 6th, 2011

It’s hard to argue that battle between the Imperium and the forces of Chaos is the iconic struggle in the 40K universe. Each force has some of the toughest troops in the game, each zealous in their own way. The two types of marines share a common origin, and therefore a common style of play on the field, but during a recent game events led me to wonder if one force truly had an advantage over the other, or whether they were evenly matched.  Let’s find out.

PROFILE: Both types of marines have the same states, so lets instead take a look at what you get for your investment.

Loyalist Marines require you to have a 5-man team, including a sergeant, for about 90 points. A 10-man squad will cost you about 170 points.

Chaos Marines also require a 5-man minimum, but don’t require an aspiring champion. Moreover, they’re cheaper, coming out at around 75 points for 5. This also means that a 10-man squad will save you about 40 points over the loyalists. Another excellent feature about chaos is that you can create massive squads, up to 20 members! While crazy expensive, such a force—properly equipped—is nearly unkillable.

This point difference may sound like a small benefit in the grand scheme of things, but enough to give the chaos marines a small advantage, letting you customize your unit size to specific missions. Additionally, it serves as a great “points dump” for left-over points that won’t fit anywhere, something codex marines don’t have the option of doing.

WINNER: CHAOS!

SPECIAL RULES: This is an easy one to evaluate, since the chaos marines don’t have any special rules!

The loyalists own here. “They Shall Know No Fear” is one of the best rules in the game for keeping troops in the fight, while “Combat Tactics” gives you interesting options for synergy based on your HQs. “Combat Squads” is very cool as well, since you can adapt to the mission once you’ve seen how the opposition looks.

WINNER: SPACE MARINES!

WARGEAR: The versatility of marines are one of their greatest assets, since their basic gear lets them accomplish most anything reasonably well. Let’s take a look:

Space Marines: Bolt pistol, bolt gun, krak/frag grenades, power amour.

Chaos Marines: Bolt pistol, bolt gun, krak/frag grenades, power amour, CLOSE COMBAT WEAPON.

See that. Chaos’ combat weapon increases their melee output by about 50%, which is huge. This definitely gives chaos the advantage.

WINNER: CHAOS!

OPTIONS: Kitting out your marines is essential to winning games, and while there is overlap between the two lists, each one’s options become huge for determining which the better marine is.

Weapons

  • Each marine type can be equipped with same special weapons: melta, flamer, plasma, etc.
  • Chaos has the advantage of being able to take a special weapon even if only a 5-man team, whereas the loyalists need 10; however, loyalist marines have options for getting these weapons for free, which is definitely not the case for chaos.
  • More importantly, space marines can take heavier guns, such as the multi-melta and missile launcher, which greatly increases their threat range.
  • Winner: Space Marines.

Champion and Sergeant

  • Balanced across the board, though the champion gives a leadership bump up to 10.
  • Winner: Chaos!

Transports

  • Space marines get a robust choice of options here. Razorbacks and especially drop pods give them an edge in numerous situations.
  • Chaos marines only get a rhino, and while it can be equipped with better weapons, isn’t enough to make it competitive against the marine options.
  • Winner: Space Marines.

Special

  • Space marines don’t have anything unique here.
  • Chaos, on the other hand, dominates. The five different icons of chaos provide a giant advantage. With them, the chaos marine gain boosts to their statistics making them superior to the loyalists. While pricey, they can make a huge difference.
  • Winner: Chaos!

This one is tough to call. The advantage gained by the space marine’s transports is good, as are the chaos marks. Each becomes an asset in the proper situation, though I think that the marks hedge out transports because they boost more things, and give you longer lasting results.

WINNER: CHAOS!

EFFECIENCY: Finally, lets take a look at the cost of each of these two units, comparably equipped for their role.

My typical Space Marine unit contains a power fist as well as a meltagun and a combi-melta. This runs at about 210 points.

An identically equipped Chaos Marine unit costs the same.

While this begs the question of why create much of a distinction between the two, remember what’s going on behind the scenes. The Space Marines will never flee be caught in a sweeping advance, can break up into combat squads, and can choose to flee if necessary.

Chaos is getting an extra CC attack and has a higher leadership. Chaos can be made fearless for a very cheap upgrade, basically giving them the same staying power. Giving them the mark of Slaanesh or Khorne greatly increases their killing power, while giving them the mark of Nurgle or Tzeentch can allow them to survive combat with nearly any foe.

With that in mind, the loyalist Space Marines are versatile without any upgrades thanks to their combination of special rules and wargear, making this one close to call.

 

WINNER: TIE!

 

FINAL RESULTS: Space Marines are awesome. They can accomplish nearly anything with their versatile weapons and special rules… but they’ll loose in a one-on-one fight with chaos almost every time. While their similarities run very deep, chaos marines simply hit harder, and can last longer in more situations. Space marines will be better at claiming objectives, but chaos won’t have much difficulty clearing them out.

OVERALL WINNER: CHAOS!

Jeff and Fireball campaign, Mission 3

Thursday, September 15th, 2011

Eldar vs. Ork Campaign cont’d: Mission 2 recap

While the primary Eldar rescue team, led by the Farseer Nolrandir, prepares itself for its daring liberation attempt of Eldrad Ulthran, a secondary Eldar war force breaks off to defend them from an oncoming horde of Ork reinforcements.  These reinforcements are led by Skazzgrub’s right-hand junkyard Warboss, mounted proudly atop his rumbling warbike dripping with standard grade oil and Grot gore.

The Eldar force’s objective is simple: Stop the green tide in its tracks before it can leave the table and pursue the nearby rescue team.

No pansy Eldar can stop the Orks!

Finding their escape route well blockaded, the Orks see only one recourse: Barrel through ‘em!  The warbikes and 3 trukks push directly toward the guardian wall.  A group of Stormboys get into position to attack the Eldar infantry and break through the front line.  Once the hand to hand begins, the Eldar initially find themselves overmatched, as a large squad of storm guardians are slain by the fast-moving stormboyz (you might say it was the perfect…storm).  Once this is done, however, the boys find themselves quite vulnerable as a band of Striking Scorpions swoops in from a wave serpent and enacts sweet vengeance upon the rocket-powered platoon.

On the flank, the Warboss and his biker buddies lay waste to a fire dragon squad and a die hard Walker. Afterward, with all surviving Eldar infantry units having stowed themselves safely aboard their untouched skimmers, the bikers decide that it’s time to kick up dust and head toward their escape zone.  And though they will succeed in their mission, the rest of the Orks are not so lucky.  In the end, only one squad of boyz managed to escape along with the Warboss and his bikers, earning the Orks 3 campaign points, but little else to show for their efforts.  The Eldar pummeled the Ork force to the tune of 7 Kill points, with the Orks only able to muster 3 in return.

Results:
CP:
Eldar—7 CPs (5 for completing main objective, 2 for disabling all Ork vehicles)
Orks—3 CPs

Veteran Abilities:
Eldar: Dire Avengers attain Feel No Pain, Striking Scorpions granted Feel No Pain
Orks: Warbike Squad given Feel No Pain

Mission 3:


With the Ork reinforcements held at bay, the Nolrandir leads his army on to capture the imprisoned Eldrad.  The farseer’s powers of cognition lead the Eldar force into an Ork stronghold, replete with wreckage and spare parts, at the center of which they see Eldrad…sealed in a cage.  Randir orders his army to advance upon the entrapment.  As they get closer, however, a massive Ork warforce slowly creeps into view from all sides.  The Orks encircle their baited prey. It’s a trap!

Set Up: The Eldrad is trapped at the center of the table.  The Eldar player chooses one short board edge , and deploys their force within 12”, with all infantry units not in transports able to deploy within 18”. All Ork units start in reserve, and each unit comes in on a random board edge.  The Eldar must move as many units as possible into contact with the Eldrad.  For each unit in contact with Eldrad at the end of their phase, the Eldar player rolls a die.  On a 5 or 6, that unit has secured their leader, and the entire force can make their escape off of their board edge. The Eldrad may be handed off from one unit to another by coming into contact with the unit in the movement phase.  If the unit holding the Eldrad is killed or begins to fall back, the Eldrad is dropped and left on the board until another unit can come and pick him up.

Primary Objective (5 CPs): The Eldar must escape off their own short board edge with the Eldrad in tow.  The Orks must prevent  them, maintaining control of their prisoner.  If the Eldar are in possession of the Eldrad, but are unable to move him off the table, the game is a draw, and the winner is determined by kill points.

Secondary Objective (3 CPs): “Ultimate Boss Battle”
Kill your opponent’s HQ in close combat.

Bonus Eldar Objective (1 CP): “Destroy All In Your Path”
Before the game, players select 3 pieces of terrain to be used as objectives for Eldar destruction.  Any Eldar unit that comes into contact with one of these objectives and stays in contact for their entire turn without shooting or melee fighting will blow it up, and the Eldar gain 1 CP.

Bonus Ork Objektive (3 CPs): “Defend the City!”
At the end of the game, if the Orks control more table quarters than the Eldar, the Orks gain 3 CPs. To control a quarter, there must be at least one Ork unit in that quarter and no Eldar unit.

Imperial Guard – Special Weapons

Tuesday, July 26th, 2011

In the Warhammer 40k universe, your grunts are equipped with the Lasgun.  It is ubiquitous.  It is a reliable, solar-rechargeable, power-adjustable engineering marvel that will incinerate targets when its laser touches them.  And yet, in the Warhammer 40k universe, it’s most widely known as a “flashlight.”

Your Infantry Squads will need other weapons to keep them in the fight, and they have a variety of special weapons available to them.  For this article, I’m going to leave out discussion of heavy weapons, because that’s a different mess to untangle.  In 5th Edition, mobility is important.  The Imperial Guard need to move to claim and contest objectives, as well as to position themselves for vengeance after a squad of their comrades gets eaten by some alien menace.  Special weapons allow you to move, shoot, and assault all in the same turn.  Couple this with the almighty Chimera, and you’ve got some serious options here.  Let’s take a look at your options for your Infantry Squads, in what I consider best to worst order:

Flame Thrower (Rating: A)

What if I told you that you could have a 7″ gun that hit everything in front of you at S4 AP 5.  Looking at Lasguns, which at best give you 3x S3 AP- shots at 12″, you’d be pretty excited.  Now what if I told you that you didn’t even have to roll to hit?  Flamers are pretty underrated, because the Boltgun is considered “average” in 40k games, and they have the same profile.  For the Imperial Guard, they’re way more exciting.  Flamers are way stronger than Lasguns, ignore 5+ armor AND the omnipresent cover save, and ignore our mediocre BS3.  What’s not to love?  Naturally, this weapon works best if you plan on getting up in the enemy’s face; I wouldn’t put it in a squad that is just going to sit on an objective with a heavy weapon.

Grenade Launcher (Rating: B+)

The Grenade Launcher is a close second.  It could have a terrible damage profile, and I’d still want to take it.  The Grenade Launcher’s most valuable trait is that it’s the only man-held weapon that can move and shoot 24″.  This effectively gives you a 48″ threat bubble around the carrier, which is something that people will learn to take note of.  The damage profile isn’t underwhelming either, for the 5 points you’re paying.  Shooting a Krak grenade will allow you a S6, AP4 shot.  This is useful for insta-killing or ignoring Feel No Pain on T3 troops.  It’s useful for threatening light vehicles and transports.  It meshes very well with an Infantry Squad who’s also sitting with an Autocannon, which has a very similar damage profile.  The Frag grenade allows you to hit a bunch of troops.  While the AP6 will only make Kroot and Orks shudder, the S3 will wound most enemies on 4′s or 5′s, just like your Lasguns.  The difference is, you may get to roll 5 times to wound, and don’t need to roll to hit.

Plasma Gun (Rating: C+)

It’s funny that a Plasma Gun is a mainstay in so many other armies, but rated so low in ours.  I’m personally not a fan, because S7 AP2 has one of two roles: threatening light vehicles or threatening heavy infantry.  For the former, the Imperial Guard have a lot of other army options.  You can take Sentinels, Valkyrie/Vendetta squadrons, or any other host of scary weapons to terrorize anything with an AV of 12 or below.  In terms of threatening heavy infantry, your options are to either take away their save or make them take a ton of saves.  I’m not a fan of trying to beat 2+ saves, because there are too many other factors to consider now.  In 5th Edition, almost everything seems to get a cover save.  With Terminator Squads, they can mix in enough Storm Shields to get 3++ saves.  Your other option is to make them roll dozens of 2+ saves, just waiting for a few 1′s to come up.  Guess what?  You have dozens upon dozens of Lasguns that are eager to fell some enemies, numbers is your game!  This makes the Plasma Gun a weak option for us, in my opinion, especially at the heavy cost

Sniper Rifle (Rating: C-)

I usually don’t advocate Sniper Rifles, for a few reasons.  Snipers used to be way cooler, back when I played…they hit on 2′s and wounded on 4′s.  There was even a time when they had rending.  Now they don’t have much of a role, unless your Codex happens to have special rules or a lot of high-BS infantry with free Sniper Rifles.  The only real thing a Sniper Rifle offers you is a 5-point way to reach out at 36″.  Moreover, there’s always the slight chance that you can cause a wound and a pinning test, which isn’t something to be counted on.  It can change the tide nonetheless, as your opponent never really expects to fail them either.

Meltagun (Rating: D)

Let me start this by saying I’m a huge fan of the Meltagun in general.  It’s a fun, flavorful rule and has a definite place in pretty much every army.  Unfortunately, this is not the place for an IG army.  Your Infantry Squads will only be able to bring 1 Meltagun for every 10 bodies.  Even if you blob up some squads, and throw in a Commissar with some anti-vehicle gear, you’re wasting dozens of Lasguns just to get a few BS3 Meltagun shots off.  Meltas belong in Veteran Squads or Command Squads, period.  Stick them in an Infantry squad and you’ll either be wasting the Melta or wasting the Lasguns, assuming you ever get the chance to fire it.

Imperial Guard Chimera Loadouts

Tuesday, July 19th, 2011

Chimera

The Imperial Guard Chimera is one of the best transports in the game.  For a mere 55 points, you 12/10/10 armor, six firing points, and a couple of weapons that can really do some damage.  So with all of the options, how are you supposed to outfit your Chimera?  Let’s take a look at the things you should consider for your Chimera when picking out a weapon loadout.

Cargo

The first variable to consider is what’s going to be in your Chimera.  A popular option is to load up a Veteran squad with special weapons, leveraging their BS4 to run around spraying Plasma or Melta fire at things.  Since there are 6 firing points, you can get all 3 special weapons (and some Lasguns) off.  It’s possible that you’re just using your Chimera to actually transport infantry squads, to hold objectives.  You need to have a plan for your Chimera, because you’ll have a good idea of how far away enemies will be.  You need to know if you’ll just use your Chimera as a pillbox for a heavy weapon squad, or if you’ll be driving it into the thick of things.

The Multi-laser

You start with a free multi-laser as a turret weapon.  The multi-laser puts out 3 shots, which is a boon given the Chimera’s BS3.  It’s puts out those shots at S6 AP6 at a 36″ range.  That’s a decent amount of firepower, but leaves a pretty glaring hole in the armor penetration department.  Everyone except Orks and Kroot will be taking saves against your multilaser, which makes it pretty sub-optimal for mowing down infantry.  The high strength value, however, makes it great for poking at light transports and walkers, and will wound most infantry on 2′s.  It also helps add volume to those targets that usually get a save (i.e. Terminators) and just need a volume of fire.  Another important fact to consider is that S6 will insta-kill any T3 units — Eldar bodies, small swarm bases, etc.

Heavy Bolter

You get a free Heavy Bolter on the hull, and can even replace your turret Multi-laser with one for free. The question is, should you? The Heavy Bolter has a similar profile, putting out 3 separate S5 AP4 shots at the same range as the Multi-laser. As we all know, the Heavy Bolter will mow down infantry. Because of its lesser strength, you won’t be wounding on 2′s against MEQ’s. Its better armor penetration will allow you to negate the saves of Guardsmen, Eldar, Firewarriors, and even Scouts. It should be pointed out that in 5th Edition, where cover saves are abound, the better AP value may go to waste. The Heavy Bolter is less desirable though for shooting at vehicles. You can expect 0.16 penetrations per hit on AV10 with the Heavy Bolter, whereas the Multilaser will give you 0.33.

Heavy Flamer

The Heavy Flamer has the same profile as the Heavy Bolter, just with a flame template.  I’m a huge fan, because it allows you negate the Chimera’s poor BS and automatically hit.  It also ignores the ubiquitous cover save that every unit seems to have at this point.  The limiting factor with the Heavy Flamer is obviously the range.  I use my Chimeras to move Melta veterans around, so I know that at some point my Chimera will be in range of something that can use a blast of prometheum.  Being able to automatically hit 4-5 models with an S5 AP4 weapon is a scary thing, and shouldn’t be ignored if you know your Chimera will be near enemy lines.  I would like to point out that taking double Heavy Flamers isn’t really viable.  The only time you’ll shoot them both is if you stand still, which means that anyone that survives your blast will automatically hit you in close combat.  You also place the template from the tip of the gun, which is substantially further back if on the turret.

Heavy Flamer turret, not recommended.

Defensive Weapons

None of the weapons listed above are considered “defensive weapons” per the rulebook.  This means that if you’re not parking your Chimera and using it as a pillbox, you’ll only be able to shoot one of the aforementioned weapons per turn.  You do have the option to add pintle-mounted weapons, which I’m personally a fan of.  For a mere 10 points, you can add a defensive weapon that can always shoot.  The Heavy Stubber is a preferable option, as it shares a range with the other guns on your Chimera.  Those extra 12″ and the third shot are far more important than one point of armor penetration.

Putting It All Together

There are only a few loadouts you can take.  Your turret can be any of the guns, your hull weapon can either be a Heavy Bolter or a Heavy Flamer.  If you know that you’re going to just sit your Chimera and shoot a heavy weapon team out of it, then I would load up with a Multi-laser and Heavy Bolter combo.  They’re both somewhat effective against infantry and light vehicles, and it might be a bit too good if we could have a hull Multi-laser too.  If your Chimera is going to be on the move at all, I’d highly advise a Multi-laser/Heavy Flamer combo.  Since you’ll be on the move, you can really only shoot one weapon at a time.  If you need to shoot at a vehicle, you’ve got it.  If you need to soften up an immediate threat, the Heavy Flamer can take care of that.  Always remember that you’ve got Smoke Launchers for a turn if you need them, and that your passengers can shoot a different target than their transport!

40k – Art of the Charge

Tuesday, July 12th, 2011

Warhammer 40k Logo

I’ve been posting a lot of Imperial Guard articles recently, so it may not seem like I’m qualified to talk about what makes a successful charge.  Well, being an IG player on the receiving end of Wych, Kroot, and Ork charges, I’ve picked up a very important lesson on what makes a charge into a successful combat: when it ends.

As an IG player, the best-case outcome of me getting charged is that I sacrifice an infantry squad and shoot my attacker to pieces in the following turn.  This doesn’t always work out so cleanly: if the defending squad survives the first round or doesn’t break, combat can drag on.  This can lead to the terrible outcome of combat ending just before your opponent’s turn, which you don’t want.  Let’s examine the distinction between a combat resolving in your and your attacker’s respective turns.

Your Turn

When a combat ends in your turn, you have no way to react to a radically altered battlefield.  Whether you won or lost, there is only one unit on the field where there used to be two.  Anything in a 12″ range may be in danger, depending on terrain and other tricks (faster units, fleet, etc.)  Because of the I-go-you-go system in 40k, there’s a problem when the combat ends on your turn: you can’t react to it.

Your opponent will have a full turn of moving, shooting, and charging before you can do a single thing.  This could mean moving the tip of the spearhead out of rapid-fire range, pulling back to buy them another turn.  It could mean blasting the tip of your own spearhead to pieces if you were the one charging.  It could mean that they get to assault another squad of yours, allowing them to pinball around your deployment zone with relative impunity.  This is the worst-case scenario, because you never get a chance to shoot them up.  Your best option is to counter-charge with other units in your deployment zone.

Their Turn

If combat ends at the bottom of your opponent’s turn, things are different.  You get to dictate what happens.  If you’re on defense, then you can proceed to shoot the snot out of whatever just ate a squad.  You can maneuver delicate squads out of harm’s way, or initiate a charge of your own.  Be wary of this trap, because sometimes by focusing on the immediate threat you’re giving the rest of your opponent’s army precious time to get into position.

If you’re the attacker and combat ends in their turn, then you get the same options.  You can now splash into another unit, dodging an entire round of shooting.  It used to be in older editions that after winning a combat you could immediately consolidate into another squad, initiating another combat.  We don’t have this option anymore, so the only protection a squad will get is a d6″ move into cover.

Planning the Charge

It’s so simple to design your squads and do some mental math to prevent this from happening.  As always, you’ll be at the mercy of the dice, but never underestimate how helpful it is to plan this from the beginning.  The biggest factor is squad size.  If you’re going to charge with Assault Marines, consider how many of them are going to be “too killy.”  If you’re going to win combat on the turn you charge with them, then you’ll get shot to pieces in your opponent’s upcoming turn.  It’s better to go with a smaller squad that will take two rounds to whittle down your target.  Of course, you also have to consider survivability and getting them in combat, how well they can use terrain, etc.

Save yourself some points.  Do some mental math and figure out how many MEQ’s and GEQ’s you can kill per round of combat with your assault-focused units.  If you can expect 3 dead marines, how long will this combat take?  Which player will have the advantage afterwards?  If you need to buy time or speed up the process, you can consider throwing another squad into the fray.  Likewise, if your opponent doesn’t consider when combat will end, make him pay for it.  If you know that your squad will get slaughtered or routed in one turn, let them take the charge.  Sacrificing a unit for a free round of rapid-fire shooting can be a valid tactic.

Discuss your charges and counter-tactics in the store forums

Imperial Guard Command Squads

Tuesday, July 5th, 2011

Having spent the last article talking about the oft-underrated Scout Sentinels, I want to talk about something that almost everyone has in a respectable Guard army: Platoon Command Squads (PCS).  The PCS differs from the Company Command Squad in three main ways: you can have more than one, they have less orders, and they don’t have veterans (and thus fire at BS3).

Commander

No, not this guy.

These are a few important things to keep in mind as I talk about how I like to equip my PCS’s in-game.  A PCS is a squishy blob of Guardsmen that can easily get expensive, but still needs to provide some value.  I use the PCS in one of the following ways:

Static Firebase

This PCS is meant to sit still and support a gunline by providing orders.  Plop it in cover, so you’ll get some kind of save, in between other squads that will sit and shoot.  Equip it with a heavy weapon, preferably an Autocannon or Heavy Bolter to keep the costs down.  A Lascannon will cost almost as much as the basic PCS, and remember you’re firing at BS3!  Some people will add special weapons to complement the heavy weapon (grenade launchers for AP4 heavy weapons, plasma guns for Lascannons) but this starts to get really pricey.  Remember, they’re only 5 Guardsmen, and their support to the rest of your squads (read: First Rank Fire/Second Rank Fire!) will make them a high-priority target.  I’m less inclined to use this model, because of the value of mobility in 5th Edition and the expense required to make this unit powerful in such a role.

Close-Combat Support

This PCS moves alongside infantry squads, or more commonly an infantry blob.  The idea is to give them order support as they move into rapid fire range, or to get a charge.  A PCS escort can give them a better go-to-ground save, make them run faster, or get 50% more Lasgun shots.  I run this sometimes alongside a 20 or 30-man infantry squad with a Commissar for morale.  They’re great for taking and holding objectives, for rolling oodles of dice against elite units, or as a tie-up unit.  I equip this squad with Laspistols and close-combat weapons, which are free and give them an extra attack, and a power weapon for the Officer if I can afford it.  This gives some teeth to the blob in close combat, and can bail them out if need be.  Meltabombs can be a good idea to ensure that your unit doesn’t get bogged down by a silly Sentinel.

Special Weapon Squad

Depending on how you play it, being able to fill the squad with special weapons is an exciting prospect.  Things like Plasmaguns or Meltaguns are too expensive in my mind, especially given that you’re rolling at BS3.  There are two intriguing options, however: flamers and grenade launchers.  Flamers are a great choice because they’re dirt cheap and allow you to ignore the PCS’s mediocre BS.  Not rolling to hit with a S4, AP5 template weapon is a big deal to a little Guardsman.  Any time you can drop 4 flame templates on a squad, even if it’s a T4/3+ body, you’re going to do some damage.  God forbid you get to use it on Orks, Eldar, or other Guard.  I’ve tried using the flamer squad as a counter-charge unit: feed someone a sacrificial Infantry Squad in combat so that when the combat ends, the flamers open up.  This requires a bit of timing and luck to pull off, because you must ensure that your PCS is in range to let loose with the prometheum, and on your own turn.  This may work well as an escort unit, as described above.

The other option is Grenade Launchers.  No other hand-held weapon for the Guard can move and shoot 24″, which alone makes it an interesting idea.  Sure, you have to worry about rolling to hit, but the ability to lay down 4 blast templates or lob 4 Krak grenades is pretty exciting.  It’s also great for terrorizing AV10 vehicles and transports, namely those threatening Trukks and Raiders.  This unit, which costs the same as the flamer unit, can move as an escort and lob supporting fire along the way.  They can also bounce around a static gunline, providing support where needed and keeping the advancing tides at bay.

Wrapup

The PCS is something that most armies are going to have to buy.  It’s still a squishy group of guardsmen, but since it doesn’t carry the same expense, ballistic skill, and powerful orders as your CCS, you can afford to be a little more blasé with it.  Don’t be afraid to leave the protection of the nest, but remember that they will fall in a single round of shooting, which can affect the rest of your army.  A lot of these tips and guidelines change when you start talking about your CCS, so remember the difference between them when you’re writing your list!

Discuss it here, in the forums.

Imperial Guard Scout Sentinels

Tuesday, June 28th, 2011

If you’ve been following my (Re)Starting 40k Series then it’s no secret that I’m a huge fan of the lowly Sentinel, as a model.  I mean, look at how beautiful it is:

Every pistol you see here can harm it.

I mean, I love an AT-ST lookalike as much as the next guy, but my tendency to build armies around the models I like best leaves me in hot water on the tabletop.  After all, these units are 35 points of Armor-10 paper mâché.  I’m going to discuss a few of the options you have available if you want to include these little guys, and some of the drawbacks you need to think through before you take the plunge.  Please note that I won’t be discussing Armored Sentinels here; that’s a debate for another day.

Small Games

Sentinels are great in small games.  Below 1000 points, be sure to bring other vehicles.  In small games, people can’t afford many vehicles and anti-vehicle weaponry, so the Sentinel’s survivability goes way up.  They can be used to tie up infantry, since hidden powerfists are usually too expensive for such games.  In larger games, a lone Sentinel can easily be punched in twain by a bored Sergeant with a powerfist or a plasma pistol that has nothing better to shoot at that turn.  As a result, I’m not sure Sentinels will scale well into full-sized games.  Moreover, in larger games you may need those Fast Attack slots!  This leads me to…

Fast Attack, Squadrons, and You

The first thing you’re going to wonder is whether you even have room to fit Sentinels in your army.  The Fast Attack slots are pretty valuable for the Imperial Guard, as every time you choose to take a Sentinel squadron, you’re limiting how many Valkyries, Vendettas, or Hellhounds you can take.  As I put it in Part 3 of my column, you’ve got to worry about what else is in your army.  If you need your Hellhounds for anti-horde, then Sentinels won’t be doing a better job.  If you need your Vendettas and Valkyries to shoot high-priority targets or scoot infantry around, Sentinels can’t do that either.

If you do want to  include some Sentinels, one option is to put them into a squadron.  I would highly advise against it though.  As mentioned, they’re paper thin.  Anything S4 and above can touch them, meaning masses of small-arms fire or tough hand-to-hand troops will ruin your day.  The real problem comes with the S6-S7 weapons, which can tear through a Sentinel and also usually come with a larger number of shots (Multilaser, Autocannon, Assault Cannon, etc.)  Having 3 Sentinels in a squadron will allow your opponent to target one squad, making extra shots spill over onto other models.  If you have extra Fast Attack slots, putting each Sentinel in a lone squadron prevents this.

Outflank

When you can, outflank.  Being able to come in from the side of the board, and choose exactly where, makes it really easy to get side and rear armor shots.  While you can’t rely on getting the side you want, there’s a 2/3 chance you will.  Don’t count on your Sentinels coming in as soon as possible.  Don’t count on them to pop that artillery piece on Turn 2.  Don’t count on them entering from the left flank and tying up that 30 termagant swarm.  Most importantly, your opponent won’t count on them just showing up in the backfield and wreaking havoc on their precious rear armor.  If Sentinels disrupt the enemy’s gameplan, they’ve done their job.  If they tie up a squad or blow something up, it’s gravy.  Remember, this guy is only a 35-point investment!

Weaponry

Being so cheap to take, we need to keep these Sentinels cheap.  There’s also the consideration of poor ballistic skill, which means that single shot weapons are too unreliable as your Sentinel may not live to see two shooting phases.  This narrows down your weapon choices to the default Multi-laser, the Autocannon, and the Heavy Flamer.

The Heavy Flamer isn’t something I’d normally take.  An Imperial Guard army should have no trouble dealing with masses of infantry, due to the huge number of shots (and templates) they can bring to bear.  That being said, a Heavy Flamer could be worth the meager cost if you know you’ll be facing such armies and want to soften up a tie-up unit.  The best part is that it allows you to ignore the Sentinel’s paltry ballistic skill.

Autocannon vs. Multi-laser is a heated debate.  Numerically speaking, you can expect the same number of penetrations at BS3 against AV10, which you should be seeing a lot of thanks to outflanking.  On the one hand, the Multi-laser has the advantage of being cheaper and having more shots (thus making it less susceptible to a fluke roll).  On the other hand, the Autocannon has additional range, better penetration against AV11 (in case you hit side armor or some tougher vehicles), and can do some damage against 4+ save troops.  On the other hand, it costs a bit more.  Both are great options, and you should consider whether you need the points or the additional firepower, based on what else is in your army.

In Summary

You don’t see many netlists making use of Sentinels, reserving those FA slots for a Valkyrie/Vendetta.  True, a Vendetta can bring 3 twin-linked Lascannons to the fight.  But for around 2/3 the cost, you can have a set of outflanking walkers that can take potshots at rear armor and tie up weak infantry.  Of course, the Vendetta’s usually a high-priority target, whereas Sentinels usually fly under the radar (once).  At the end of the day, a Sentinel can add some awesome tactical options to your army and some more pretty models as well.  If you plan accordingly, they’re a great unit to take!

Discuss Scout Sentinels in the forums

(Re)Starting 40k: Paint up!

Thursday, June 23rd, 2011

Up until now, I’ve focused on some gaming aspects of 40k: picking an army, learning to write lists, etc.  But once you’ve got 500 points planned out, it’s time to pull some plastic and paint them up!  As a result, I’ll be showing you how I’m going to paint up my Imperial Guard army.  Some people prefer to come up with their army’s background (sometimes called fluff) before coming up with a paint scheme.  After all, having an identity and story in mind makes it easier to build, convert, and paint the characters and units of your army.  I prefer to work opposite: I paint up something I know will look respectable on the table, and come up with background from there!

Keep in mind that if you’re painting a very numerous army, such as the Imperial Guard, you can expect to do a lot of painting.  Speed may be your priority here.  The important thing isn’t necessarily that you have Golden Demon skills, but that you have the patience and planning to get a lot done.  Pick simple schemes, plan on using washes if possible, and don’t worry if each model isn’t perfect.  By nature of playing a horde army, you’re going to take a lot of casualties, so they won’t spend much time on the table!

For my IG, I really wanted to do an urban, sort of arctic camouflage pattern.  Here’s an overview of what we’ll be making:

For this, you’ll need these paints (I use GW, use what you prefer):

  • Regal blue
  • Scorched brown
  • Dwarf flesh
  • Shadow grey
  • Space Wolves grey
  • Boltgun/Chainmail/Mithril (your choice)

Step 1: Basecoat

Your first goal is to get a base of regal blue down.  If you have a spray paint that’s a dark blue, that’ll work wonders and save you oodles of time.  If not, just prime black and thin out some of the Regal Blue and cover the entire model in it.  I’m a big fan of gluing down a sand or something before painting, that way the primer helps get it, but to each his own.  You should have something like this now:

Step 2: Skin and Accessories

Do a coat of Scorched Brown over the heads and hands of your guardsmen.  I’d also advise using it to hit any canteens, sheathes, etc.  If you’re painting a sergeant with no helmet, get the whole head!  I like the color of Scorched Brown for hair, so no worries there:

Step 3: Armor, Helmets, Camo

Now the easy part.  Paint up some Shadow Grey (the darker, bluer one) and paint the armor.  Get the shoulder straps, and under the arms.  Also get the ankle cuffs and helmet.  Next, start dabbling on the camo spots!  The Shadow Grey should show up just fine on the Regal Blue, so you shouldn’t need to worry about doing multiple coats, and you can thin it a bit.  Make different shapes and sizes, and make sure to go in different directions.  I personally like the look of a blob that stretches across folds and in creases, as it adds a bit of depth.  Finally, take a tiny bit of paint on your brush and lightly drag the side of the brush on the top edges of the lasgun.  This will keep the gun from looking like a blue blob in the model’s hand, and should get you familiar with edging (which we’ll need soon).  Here’s a few shots of how I do the blobbing and camo:

Step 4: Finish the Skin

I’m a big proponent of painting from the inside out, because I’m pretty sloppy and tend to mess things up when I try and get in close…especially when you’ve got a hundred of these guys to whip up!  So I’d recommend doing the skin now.  Take some dwarf flesh and hit the face and hands.  I’m not great at staying in the lines, and I don’t advise trying to paint the eyes.  After you’ve painted your best of the fingers, hands, and face do a wash with some really watered down Scorched Brown.

Step 5: Edging and Camo

Now you’re going to need to crack open the Space Wolves Grey (the one that’s almost white).  Hopefully you’re more comfortable with edging, because we’re going to be doing a lot of it.  The same way you did on the lasgun, paint the edges on the armor.  This includes the hard edges on the back, the shoulder pads, the straps between the shoulders/head, and the pad things on the side of the helmets.  Also make sure to throw some paint on the Imperial Eagles you see on the chest/helmet/lasgun.  Finally, the same way you did with the Shadow Grey, do some camo dabbles.  Mix it up a bit…make sure you’re not just making vertical or horizontal streaks.  Let some blobs overlap, but not others.  Allow some blobs to have tiny holes in them through which you can see the Regal Blue or Shadow Grey underneath.

Step 6: Metal

Whip out whichever metallic paint you decided to go with and start painting.  Make sure to get bayonets, lasgun barrels, the little rods on top of the lasguns (takes a bit longer but adds a lot more color to the gun).  When you’ve done all that, take a bigger brush you don’t mind drybrushing with, and drybrush the metal over your sand on the ground.  Most people stick with a gray/white highlight combo but I personally feel like a futuristic theme should have more metallic rubble.  Plus it complements the small amount of metal on the model quite nicely.

Step 7: Accessories

If you feel like it, go ahead and paint a lighter brown (snakebite leather or such) over the leather accessories to give them a bit more color.  I personally don’t think it adds much and takes too much time to worry about now, so I put that all off for later.  Also, grab some Dark Angels Green if you wish and put a few coats on the grenades.  Lightly take your metallic color and paint the pin and primer devices on the grenades.  If you do it carefully and well, it looks really slick.

Step 8: Touchups

Now’s the time to go back over and fix any little slip-ups you may have had with the brush.  If you messed up the edging on the armor or painting the face, go back with Shadow Grey.  If you splotched a bit on the lasgun, go back and cover it up with Regal Blue.  The nice thing is that for the most part, the only touchups you’ll need to do is with those colors.

Share your painting tips and critiques in the forums