Archive for April, 2011

4

Retro Review: Wraithguard

Well as a certain FW release has made wraithguard lists a subject of interest atm it seems like my writing schedule has caught up with the times nicely, on the subject of writing schedule we are not far shy of completing the write ups for the entire book, there are only two elites to cover and I think HQ will likely split up into two posts possibly three depending how much I find to blither about.

They can be elites in 5′s or troops at ten , it’s quite nice to have the option of T6 troops, I feel they are a much better troop and objective sitter than an elite unit.

Lets do the usual breakdown starting with the stats , WS and BS 4 the ‘game standard’ so little to report here , str 5 is nice enough but you really do not want these guys in CC unless it’s a necessary evil, assuming no power fist they will eventually beat a tactical squad … and I suppose fi the wraithguns fail to do much to a tank a follow up charge of str 5 on rear armour is worth a go?

T6 is the real eyebrow raiser here , coupled with their decent armour save they are effectively immune to small arms fire , though DE will chew em up the same as marines….

1 wound is, I suppose, to be expected  though I think they would possibly  justify their price/effectiveness better with a 2 wound profile, le sigh. ld10/fearless is nice , though I’m not keen on the prospect of fearless wounds…

Wraithsight- is made of lame ,fail and aids , buy a warlock , it still sucks that if for some reason you don’t have them in range your overpriced models will do jack shit one sixth of the time, one despises unreliability of this kind. you can  mostly mitigate it though.

The Wraithcannon – Their only piece of shit kit, I kinda hate these things , woefully short range is the first problem , you can kinda get round this by running them in a serpent , but this then gives the problem of not enough bodies/guns , and dragons are far more dangerous to tanks , pretty much just as lethal to everything else and cost less than half , they are also both elites. I ONLY run Wraithguard for fun. My main gripe with Wraithguns is that they are an overcomplex rule to give a net result somewhat worse than a meltagun that costs more to put on the table, the only good D weapon breaks from the shitty D-table and is apocalypse only (All hail the mighty Cobra).

lets have D-guns ignore invulns/fields , that should help balance out the Thundernator spam that is rife these days.

Also now that the vehicle table has changed they are even weaker AT guns, good for suppression maybe, pretty much just a heavy haywire greande, but unless you take ten hardly worth planning around. D weapons need an overhaul in the next book. I tend to think guide helps out with the lethality  somewhat , you can also use doom to re roll ones or if you are trying to kill something MC like you can use doom to re roll anything thats not a six if you wish.

Warlock- Is a must have as he turns of wraithsight , he can add to their ranged or CC AT with a singing spear or Witch blade, choosing enhance helps them in CC , making them I and Ws 5 , which is non too shabby , shame about the lack of attacks and grenades really. the only other power worth consideration is Conceal , 5+ perma cover save ? it’ll do nicely , I prefer the conceal to be honest as WG drop like flies to high str high ap weps, especially  worthwhile on the bigger squads as you will get more chances to save , coupled with fortune you can go out of cover if needs be.

I would like a Bonesinger really …FNP?

Wraithguard are difficult to pigeon hole as they neither excel at shooing or close combat , their guns whilst effective do not put out enough shots to be a truely terrifying threat to anything  other than lone MC’s who are  an endangered species in 5th anyway , they are good at suppressing vehicles and with big enough squads can do an adequate job of AT , @ 350 points for a ten man unit it’s nothing to write home about . Likewise their CC output is meagre but fortunately  because of their toughness they can be a good tar pit , again not really what I want from 350 points of anything……

 

3

Rave Review: Kabalite Warriors.

I was initially tempted to include these as part of the Trueborn Review, however they are very different units unlike Wyches/Bloodbrides which are essentially the same really, which is why they got lumped together.

Warriors are a staple troops choice for the DE  and contend with wyches for space , though a mixture works well too , wracks are a  good troop but I feel they serve better in an all freaks list.

Warriors bring the shooty and should be considered a ranged option for DE list , if you feel you have that covered already then perhaps Wyches are what you should look at instead ?

They have the standard DE stat line, with respectable WS ,BS and I scores with fleet and PFP, they suck in CC most of the time , however FNP and FC allow them to fill in in a pinch. they kick IG and tau ass , though I feel they are best used in other ways…

The squad has ld 8 as standard , which is ok , but it’s worth considering the syberite just for the jump to ld 9 , it’s not like he does bugger all else for the squad really , (blast pistols are fail)

Being able to buy 20 models opens some interesting options for an objective camping unit , considering that DE break from the traditional model thresholds for  heavy and special weapons , camping an objective with 2 dark lances or 2 splinter cannons and the ability to throw down 30 odd splinter shots at close range should encourage people to dedicate a significant portion of their army to the clearance of said objective , larger squads also seem to get more value from power through pain.

Basic kit – shitty armour and a splinter rifle , worse than a bolter on guard etc about the same vs meq and for some reason terrifyingly destructive vs MC’s ….. coz they arn’t already stuffed in 5th … it does come in handy on the various T5 squads that are floating around , twolves and attack bikes don’t like making lots of saves either .

Options- Shredder = Fail

Blaster- Why this squad often makes the cut over wyches is that with a raider they can bring some more lance spam to the party, another blaster is always nice and sometimes they get lucky , oddly enough not an auto include either .

The basic cheap and cheerful setup is 10 warriors in a raider with splinter racks, it’s quite cost effective for what equates to 8-9 wounds on anything with a T stat …. a couple of units like this focused on one target can cause quite a mess, the only difficulty is getting into range to deliver the splinter spam, I would usually turbo boost up and then hope the 6″ move the following turn is enough to get within rapid fire range, great for shifting static squads camping cover or objectives, I like to use a squad of warriors to ‘soften up’ a target for Wyches to charge as they fair much better against a damaged squad.

My Usual setup is 9 guys in a raider with racks a blaster, splinter cannon and Duke Sliscus, the amount of shooting damage this squad can inflict is amazing, the blaster is not really required but I like the str 8 and ap2 sometimes, and coupled with the dukes pistol they are stil a threat to tanks in a tight spot.

Sometimes Ill split Sliscus off from the raider in the movement phase, shoot the everloving crap out of a unit then charge it with him, even if the unit is not wiped it is effectively removed from the game, normal units Sliscus will finish off in a round or two and be safe from shooting.

Another setup that is popular is 5 guys with a Syberite a blaster and a blast pistol, I just don’t like it , maybe it’s my style of  play but I find blast pistols essentially useless most of the time , certainly not worth the outlay, and small squads of t3 men in a fragile transport just won’t last long , DE benefit form numbers , well at least full squads of  guys, pain points go alot further with more models, I also see no reason to make an army that is already killpoint heavy  even worse. I do like venoms though and will be getting some as Truborn cars.

I prefer them to Wyches and find them more useful in a veriety of missions against a range of opponents, all my lists include at least one unit but 2 units or more seem to go further.

So in summary a fairly safe utility /shooty unit who wants to hit first and with support as they are extremely fragile, the addition of FnP makes them a good firefight unit that should scare anything with it’s potential to wound/ damage anything, pick your fights carefully and use your speed advantage to hit first, I tend to find they serve better staying in the transport as long as possible, once they have FnP an exploding vehicle is a mild annoyance, use them wisely and they will serve you well, make a dab choice and they will vanish like smoke in a breeze.

The Funky Art is by BeckJann on Deviant, I’ll be splashing some more of his wonderfully atmospheric work throughout the DE posts from now on

 

 

3

Retro Review: Howling Banshees

Yeah, so it’s long past time I did another retro , but the FW open day has given papa teh Eldar itch agin …

So you lucky lucky people get a brand new Rant to mull over.

Banshees are an elite close combat specialist choice for the Eldar army as such this puts them in a difficult spot to start with ,contending with fire dragons  and two other CC units for slots.

There have been several circular arguments over the subject of which is best , I like to spam dragons at present, if I were to spam something else  or maybe only take 2 squads of draggies it would be Harlequins.

So you end up with the debate of Scorps Vs Shees which to be honest is a pointless debate as you’ll never take either of them if you are trying to win games at a competitive level, both can be kinda fun to play as a break on a casual basis but I honestly find them to be underwhelming for ‘elite’ units.

I’ll evaluate the unit and then discuss some ways of getting the most out of them .

Currently I would argue that the asking price of 16 points is possibly a bit too high, it’s actually how many points a shee should cost but they need either a boost or a points drop , I would prefer the former.

The stat line is meh, not that you can change a huge amount , but the simplest way to ‘fix’ banshees would be to give either ws5 and/or baseline 2 attacks, as sucky as str and t 3 is , its eldar and I would not see it change for the world, currently banshees seem to be designed with the assumption a farseer is always available to cast doom on their target and costed accordingly with a unit that would re-roll to wounds , not taking into account the hidden cost of said doomseer. not only is this a big problem with the banshees it’s a  syndrome prevalent in this whole book.

Lets discuss their Basic equipment and rules.

Banshee masks are actually pure win: I 10 , and negates cover , so in theory they are great assault troops even when cover is involved as 99% of the time they will go first , its worth mentioning that they have fleet which is essential coupled with their bad but entirely correct armour save of 4+ means you do not want to get stuck out in the open out of a transport , even having cover is not going to help a whole lot as your pitiful toughness and astronomical cost (including serpent + some points investment represented in the necessary Farseer) means  bad times for you, also banshees str 3 and one base attack is a bit crippling for a dedicated assault unit, even if they do have power weapon spam.

Shuriken pistol: like a bolt pistol only …. not.   It does give them a total 3A on the charge, however as most troop level units with a CC bent can manage that it’s again a little bit on the weak side when accounting for the str3 t3 issue, De wyches are actually statted better  and will statistically beat banshees most of the time and cost 10 points a pop , I don’t even consider wyches an especially good unit so you can imagine how banshees fair in the scheme of things…

Power weapons – well a whole unit of them has to be good right ? I can’t complain too much, power weps are pretty kick ass. I tend to like anything that will deny my opponent freak luck opportunities, now all you need is your own freak luck to generate the amount of 5′s and 6′s banshees need to semi effectively accomplish their role. -

First option to choose from is an exarch, sadly you loose the benefit most sgt’s bring to a squad which is a ld boost, however ld9 is a good place to be so it’s not the end of the world , as banshees struggle to kill shit and are limited to ten models the only way to get a bit more kill power is to plump for the exarch. she does actually work out fairly expensive for a 1 wound t3 model, she does however bring counter attack for the unit for a measly 5 points, and once in a while war shout is hilarious, (I kinda hope it stays in the next book but becomes a bit more likely to happen) I flubb fleet rolls all the time , not that most people will bother charging them, they are terminally allergic to shooting of any kind and will go down like broke hookers when pelted with handfuls of spent shell casings.

Her options are: Executioner, which after stubbornly using mirror swords for ages as I really liked the model that way  I have to agree with the general consensus that more str 3 is just more fail , better to bring something the unit does not already have in abundance, so str 5 power wep is in, it also has the fringe benefit of making banshees not completely useless vs vehicles , coupled with doom she can even put a dent in mc’s, actually the squad is quite good at tackling doomed mc’s for the record.

Se can also choose a Triskelle – yup it’s a death frisbee, at first  glance it looks like a fair choice, except if you want to shoot it = no fleeting, also opponents have the nasty a habit of removing models to prevent you making charge range, plus its moAr str3 and most importantly NOT an Executioner…

Mirrorswords: Move along nothing to see here *looks shifty*

Warshout – although largely useless due to 40k games design having issues with leadership based tests, occasionally  hitting marines on 3′s and being hit back on 5′s is epic, it’s only five points, and think I mentioned Acrobatic (ie. counter charge) back there ^ (why this could not be a rule allowing them to treat their serpent as an assault vehicle boggles the mind, how do you sleep at night Kelly ?) I suppose you could use mind war to snipe the sgts to increase the chances of getting it off (now we’re really leaning on that crutch)

Lastly and probably most importantly take a Serpent  do not pass go do not collect 200 dollars, if anyone that reads this blog ever sees someone footslooging their Banshees please correct their error with a bullet and do the gene-pool a favour , (If you are not big on guns I’m sure repeated blows to the genital area with a sock full of banshee models will serve admirably)

Blood from the stone:

Put them in a transport (it must be a FULL size squad), pick a target, flat out towards said target , might be worth a fortune depending on the state of things or if your opponent is ignoring the dragons for some reason, get as close as you can, hope to survive the ensuing shooting phase, also hope opponent can’t back off out of assault range, get out, hope for good fleet roll,* cast doom on target unit*  pray for 5′s lots of 5′s. If the dice gods smile you won’t quite wipe the enemy  and be saved from being turned into a 6′ft alien swiss cheese. If not you flub and become a pile of  exotic tasting plant food. yummy.

(next week: water from wine)

Obviously thats a bit simplistic, getting them in position is as much about what is going on elsewhere and table  manipulation positioning and timing always being the keys to succesfully running an Eldar army.

Remember Doom is not actually a given, psychic defense can and will screw with it , so maybe pre disposing enemy psy defense might be part of the plan, in all honesty they can be hard work to get any meaningful value from, they can’t even cope with various other CC elites they in theory should be MADE for destroying.

With a few changes they could be a great unit, assaulting from their vehicle and re rolling missed hits or getting ws5  followed by an improvement to the way exarchs work would just about cover it.

 

In summary, not a brilliant unit  stuck in a section of the FoC with other choices that are clearly better value  to the army, I quite enjoy them when they work and having it pay off is indeed satisfying, but reliable, competitive and cost effective they are not, they  underperform at what they are supposed to specialize in too often to be worthwhile.

.

Doomestos, it kills Germs dead

Next up a DE  unit review and possibly some minis .

 

 

 

 

11

Dear Forgeworld…

Edit: here’s a better one now, first was a bit poop.

Ok I’ll admit it , the rubbishy pre published phantom rules really effected me , I have been dealing with ineffectual over priced Eldar  ’technological superiority’ for too long and I simply had to do this to feel better. Im going to send it in to FW in the hopes it at very least gives them some ideas. I simply won’t buy something no matter if it is staggeringly ball achingly beautiful. if its going to result in me being brutally repeto stabbed in the heart/wallet over and over the few times I get an opportunity to get it out on a table.

 

Y know I’m tempted to ‘fix’ the Specters and Warp hunter too , I quite enjoyed the process of thinking this through and setting it out , hmmm

 

Aaarg , just realised I missed the fething notes for the warp rift mode , Its just like a sonic lance except it’s ‘D’ and ignores voids as usual , the ‘standard’ shot is supposed to do D3 hits (which you roll on the table for) similar to the old titan killer rules ….feck *facepalmfacepalmfacepalm

1

Forgeworld Open/Queue day


It was great utterly packed and full of Eldar (and Dark Eldar ) goodies this year. I’ll try my best to write up here but it’ll likely lack any cohesion and be a sort of stream of consciousness thing …

The phantom is even nicer in the flesh than the photo’s would suggest , much more proportional and ….beautiful, after a bit of a conversation regarding the  Experimental rules i saw it was close to 2300 of fail … 8 structure points usual lame’ o holo save a pulsar with an extra shot and a cobra gun with some extra range …. it had two missile launchers one is a heavy 4 EML and the other was a heavy 4 str 5 AA launcher , I was pretty vocal in telling them a str 5 AA mount would be utter shite …it was duly noted . `Also the starcannon it gets has an extra shot ?

I did actually discuss much of the failings of eldar rules to date with Warwick, Talima and Alan (who is developing the rules for the Eldar in the next IA book) they have yet to fix the warp hunter or shadow specters in the copy I saw. The phantom really is a thing of beauty and the alternate pose version next to Will was ace , very dynamic unlike the Saturday night fever style one we have all seen so far  he confirmed plans were afoot for an eventual Warlock head , gun and cockpit variant … porn

Two other things of note from the IA book, the Solitaire is in and there is a Specters phoenix lord, the rules for both are utterly underwhelming, the solitaire is to all intents and purposes a ws 8 harlequin  with some extra wounds, he can buy a 4++ or shadowfield and has access to a power wep a harlies kiss and a neural shredder , 4 attacks makes him barely more dangerous than a troupe leader , oh yeah , he can buy a vortex grenade for apococrap , his special rule , the one I can remember gives him re-roll to wound VS Slaanesh ,actually I hazily recollect  him having a rule forcing him to not be able to join any squads, oh dear :o (

The phoeinix lord chappy is phoenix lord stats with shadow specter exarch rules and equipment, looks like he wont see the table just like his brothers/Drazzy …

His next project (pleasegodletitbetrue) is what could only at this time be described as a DE ‘pirate ship’ of significant size, talking of DE there was a completed raider /ravager with a huge centrally mounted haywire gun , lets hope the rules don’t suck or just end up being a wraithgun ….. there was also a fairly advanced WiP twin hulled catamaran DE thing of a good size. not sure where they are going with it atm, I’ll reserve judgement on it for now , on the plus side its more or less confirmed that DE will be in the next IA book , which lets face it makes it faptacular .

I bought a lynx to keep me going , Ima start a phantom kitty and hopefully put together enough cash in time for my birthday, assuming I force myself to complete my Eldar Mech Spam by then

Final note really , great day the FW guys were all real gents and special thanks go Warwick and Alan who probably had to put up with a bit of a rant about Eldar rules and some critique of what I had seen in IA 12 ? Especially Alan who battled through a crippling dose of man-flu to put in a showing and did his best to field my grilling, “he is aware of the schism amongst Eldar players” Im not sure if he meant the Imperial/Xeno rules  schism ….but Alan on the off chance you read this, thanks and please give us something as bent as the achilles :o P

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