Archive for May, 2011

21

Dark Eldar: Trueborn Squad Complete

Yup , First squad is done, good stuff and the scheme is nailed down for the rest of the army now.

Incidentally my trueborn have been complete and total suckfail for several weeks now, I either cant hit/wound/penetrate/roll above to 2 on the chart at all, both squads completely fail at anything I ask of them, this week it’s taken 28 lance shots to bring down a Vendetta , 18 to bring down a single killa can, the list goes on, my inability to hurt armour at all is giving me stress headaches in games, I really don’t know what to do, I know DE AT aint the greatest (actually I think it is pitifully weak) but I’m struggling to kill even av 10 open topped stuff, I’m starting to despair. I go to great lenghts to catch things out of cover, in side/rear armour, I stack the odds in my favour as much as I can :o (, the current list is not OTT but I have around 20 lance weapons and 4 heat lances, my bloody hellions and Incubi end up having to kill tanks half the time …..

I got to turn 5/6 tonight vs orks and had only killed a wartruck , immobilized another and destroyed one killer kan (In a fething squadron) I had shot multiple lances at vehicles every single turn to little or no effect, its been crushing and relentless and is just flat spoiling the game for me at the moment, there are alot of vehicles around these days and struggling to kill even the lightest stuff makes games very very hard for DE, game after game after game.

 

Squad can be used three ways, all seven together , 3-4 blasters and 2 lances + Sgt.

Their venoms are incoming as are some razorwings which is a blessing as my Ravagers have also been FUCKING CRAP recently *sigh*

And I just realized I have forgotten to do the OSL on the Drakon’s face …… bollocks! O’ll sort it tomorrow :o /

7

Rave Review:DE Scourges

Sorry Folks, I know I said I would do Dragons this week, but frankly I have little enthusiasm for the craftworlders presently.

I am enjoying the DE immensely however , the internal balance of the book makes building varied lists a pleasure, I think DE are one of the few books where you can build a solid list without spamming very much.

From a painting perspective I loathe spam, is there anything more soul destroying than painting the same thing over and over and over, tends to look a bit naff on the table too. Long term I’m hoping to develop a DE army that not only plays very well as a balanced all comers list but also does not rely on spam to do it, hopefully it will be aesthetically  pleasing also.

I digress, my enthusiasm is firmly with the DE at the moment, hence I am even managing to do some painting without hating it too much.

To that end the Dragons are getting pushed back a week, they are such a fundamental unit to 5th mech spammdar I want to be in the right frame of mind when I write about them, my brain is cluttered up with DE at the moment, so lets talk about them.

Continuing with the army list front to back approach it’s Scourges up next from the fast attack section, prior to the recent release I found this unit was the best use for my old swooping hawk models. I have tried them in different set ups over more than a few games.

Stats- The stats are  unremarkable, they have a DE stat line, the only marked exception being the 4+save (they get a 6++ too) it’s better than usual DE saves but nothing to do a jig about, coupled with Fnp it’s respectable enough as long as your opponent cannot give them any serious attention.

composition can be as low as 3, why you would want to beats me as you need at least 5 menz to get to the good stuff in the options.

They are jump infantry so all the usual stuff applies, though I have tried with and without depstriking, it really depends on the game and the load out you go with which is best. It’s also worth noting that 12″ move plus carbines they get as standard give an effective shooting range of 30″

Wargear – sharcarbine , nice for basic kit indeed , good range when coupled with their mobility , even a small squad can put out a good number of shots, though even a full squad of ten will only manage 3.33 meq kills , not great for a fragile 220 point unit I’m sure you will agree, fortunately  no one is buying these guys for the carbines, nope wer’e getting them because they are a cheap way of accessing special weapons.

Ghost plate – don’t know what to say really, an improvement over the usual DE save  for sure, the 6++ will often be forgotten I should imagine, it’s inconsequential in the grand scheme of things. In all honesty one can’t help feeling they are a little over pointed.

I find it somewhat bizarre that they have plasma grenades, I can’t think of many other squads you want to keep from CC more … though I suppose flushing very depleted enemy units out of cover after a volley is possible in a pinch ? who knows why they are there really?

Special rules – usual DE stuff , nothing new to talk about, you WANT the first pain point , that is all .

Options- Ok here’s the real meat and gravy of these guys, the baseline is that these guys are the cheapest way of getting 2 heat lances in one unit, one will miss so at least two is the ticket for success, seems there is a theme of at least doubling up through 40k …

For every full five models you get two special weapons , I think 10 man units will be too expensive to make the grade to be honest , I would rather have more units, but a five man squad does not break the bank, in fact it’s prob the budget fast attack of choice  2 deepstriking heat lances for  134 points, as previously stated it’s the cheapest (but not best IMO) way of getting a pair on the table, the 9″ melta range helps with the prospect of striking in too , you will struggle to keep them alive beyond the alpha strike, every army has it’s suicide melta I suppose, I’m not keen on suicide units so I prefer other load outs.

I think the melta loadout would be more interesting from a wwp , 21′ effective melta range from the portal ? especially if you have  two, should be nigh impossible for your opponent to escape you melting his face off (you should have two) worth a thought.In fact I have been thinking about WWP’s more and more recently, but I digress.

Shredders, nah thanks I’ll pass

Splinter cannon- as much fun as splinter spam is , you are paying 10 points to replace a gun that already had 3 shots with a gun that will mostly get 4 most of the time, you also have much more efficient ways of getting splinter cannons in the army so not too sold to be honest, shame coz the splinter cannon model looks sick.

Haywire blasters- this is the best way to get these in the army in my opinion, the only other place being Taloi , but two is better and Taloi compete with Ravagers / Razorwings (yes Razorwings) The attraction for me is that it changes their threat profile whilst being extremely effective supression weapons. essentially the melta setup has to get close and is bad news for a tank, effort will be made to prevent them striking more than once.

The extra range on the haywires is golden, you can drop/fly somewhere safe and effect the game straight away, if dropping you are less reliant on the accuracy of the dice and being further away immediately helps with their vulnerability to shorter ranged small arms weaponry , meanwhile even though you will almost certainly be messing with his tanks (one of my early trials shut down an IG’s medusa for most of the game up to the point where I could get round to destroying it ) they will mess with his mobility and shooting and just be a PITA but he will almost certainly dedicate his energies to other targets as they are unlikely to do severe damage opposed to the more lethal threats facing him, as fun as they are they do come with the same fatal flaw as Incubi …Grey knight armies.

I have found these to be the best weapon for scourges for my purposes their rage inducing effects to mechanised opponents are not lost on me either .

Heat Lance- Already discussed its uses elsewhere,but I feel it’s also worth mentioning that their range vs normal targets meshes up nicely with the carbines and does help give tham a bit more ‘bite’ vs meq targets, just be clear tanks are their bread and butter, DE get so precious little AP1 its a cardinal sin to waste it making marheenz go poff.

Blaster- not a terribad choice,Kinda sits in the middle for me, would prefer haywires most of the time . The best use I found for these were deep strikes into rear or side armour zones for easy penetration, but you can get blasters galore elsewhere and they are a little pricey, a slight points break for replacing the carbine would have been nice, again they have the same range as the carbines so they can help out if you need to shoot some heavy infantry, I have used them and they were ok, but the haywires are so much better for controlling the game.

Dark Lance – hmm, okaaay, the most noticeable thing here is that they do indeed get a points break 15 points for a darklance is great, I say great when I really mean a ‘fair’ amount of points for a less tactically flexible missile launcher that is only situationally  better than an ML on a handful of targets. (same bloody syndrome with them agonisers) at first glance the points break seems to be in recognition that Scourges seem like a pretty dumb platform for a weapon that to fire gimps their mobility. However  one is intrigued by the idea of units of ten with 4 DL’s starting camped in cover with a donated FNP token from a heam,  4 unshakable lances per turn? they should even prove reasonably stubborn to shift, It’s one for a test/piss around really , being serious, just take the damn Haywires, I’ll settle for Heat lances failing that.

Solarite-It’s debatable weather he is worth taking at all, the bump to ld9 is definitely worth it on bigger squads, questionable on the smaller squads as often they just vanish, if you have a few points spare it’s worth consideration. His options just make me chortle, its a tarp folks a big fat tarp, throwing points at cc options you will never want to use is just dumb K ? (and no you can’t have the stupid fething blast pistol either.)

 

Overall I like the unit, they are not blindingly great or anything but usable, with Haywires I love the reliable supression they offer, even if all my dark lances fail (all the time) I have a fairly safe bet of messing with some key targets, I like them for that reliability and a certain Je ne sais quoi, I think maybe it’s the psychological effect they  seem to have, any Archon worth his salt should revel in the torment of his opponents, impotent frustration is particularly delicious.

Next week will see the Dagons retro, promise .

 

16

Dark Eldar: Trueborn Painting update.

Well Looking forward to some sexy (flying) models has given me the boost I need to get on with the painting again. These are a bit rougher than before tried to speed things up a bit and only managed to get a few hours every other night this week in , doing a bit at a time seems to favour my sanity/back so maybe I’ll try and make a habit of just doing at least ‘one bit’ every day , often one turns into two… 

Completed two more, a blaster and a Dark lance, I have another Dark lance, blaster and a Drakon to do before the squad is complete , though I will usually just run the 4 blasters, would rather paint a 7 man squad that can be used as is or broken down and used in different ways.

Sorry the photos are wank, is late ,rush job. I be sure to get some really good ones when the squad is complete.

 

0

GW: Go Feth Thyself

You know what the final straw for me was ? trying to flog ‘fine-cast’ for more than metal, I have to pay more to loose that satisfying weight for a product that costs you far far less than before to make and now has a stable material cost , lookk up ^ read that title again.

I won’t be buying a single Cash-Cast figure …..assholes

Maybe I’ll do some reverse maths and Cast-Cash……

A petition , please sign it http://www.ipetitions.com/petition/gwpricerises/

Also the Facebook page is full of deeply satisfying nerd conniption fits, nice to know everyone is up in arms.

9

Rave Review: DE Hellions

Hi all , the new DE release wave has got the old writing juices going once again, very excited about destroying the cattle races with airstrikes. As I have now covered the troops section we are into fast attack.

Hellions , sci fi anime punks on bladed jet propelled hover boards waving a double ended… glaive, sounds pretty cool to me and I actually really like the kit, lets say it grew on me. I have been regularly running a group of 15 for months now so feel I can offer a solid review . They sit firmly in the DO want camp for me , they can do some serious heavy lifting and have flat out won me games. Im not convinced they are especially  great without the Baron but lets start by discussing what you do get as standard.

16 points a model is quite a high ask for a t3 model with toilet paper for armour, it’s a unit that is very reliant on skillful use to get the most from, one time I really cocked up with them and they just vanished . Can only blame myself for that really DE is not an army that forgives your blunders.

The stat line is little to write home about really , the I6 was fantastic til GK came out…I think the max unit size of 20 is a very good thing too, just bear in mind they are pretty pricey , though 20 will give you 40 poison shots with an effective 30″ range which they can follow with 60 str 4 attacks on the charge, pure torrent FTW (drugs will make this even uglier)

Basic kit is little to talk about really , they get the standard DE 5+ save a jump pack equivalent and a funky weapon that counts as 2 hand weps and gives them +1 str, they are utterly lethal to poorly armoured foes and anything T5 or more should fear the splinter pods , the splinter pods bear mention as they are an 18″ range  assault 2 poisoned gun, pure class my friends, especially en masse.

Special Rules- Fleet , DE staple but helps these guys get around pretty damn fast , though it’s always a toss up with firing the splinter pods , ideally you get into range so you can both fire and assault, assuming the unit is vaguely intact not many things can pass THAT many saves.

Night vision – Pfft…

Power from pain – FNP offers great value here due tothe fairly high model cost , if you can get them Furious charge reasonably early on you will have a unit with a str of 5 on the charge ,6 is possible?! mine have tin-opened their fair share of transports, not to mention they can then make opponents take ever increasingly ridiculous amount of saves, fearless is ok , as long as we are not loosing the combat anyway .

Hit and Run – Pure win , I have said it before and said it again, my favorite USR by a landslide. and there is shenanigans aplenty to be had here , ultimately getting more opportunities to use the splinter pods and more charges after is just hilarious It also means they become a very fast unit once they hit combat and you can use H&R to get all over the place using combats to slingshot yourself elsewhere, H&R +move + fleet + assault = a long way.

Combat drugs – Oh yes , these can really help out alot , anything but a one is useful when coupled with their volume of attacks, hitting mostly on threes ? yes please ! str 5 out of the gate ? hell yeah ! re-roll wounds -always always good , 15 -20 man unit with I6 outputting 60-80 attacks on the charge, Fuck. Yes. Coming off the blocks with FNP is also all the flavours of the awesome rainbow when you have the potential for 3+ cover saves too…

Options:

Helliarch-  This guy is worth taking IF you are not taking the Baron, the Jump to LD9 is worth the 10 points alone , his phantasm launcher is worth considering but it’s an expensive upgrade, if you are doing things right the defensive grenades almost never come into play , though you may get some D’oh moments if you lack assault grenades.

He gets some weapon options too, I like Venom Blades and It’s not a bad choice ,but I prefer to stick with the standard weapon as the extra str 5-6 comes in handy later if you need to clean up some tins.

Stunclaw- Hilarity to be had with this, I have found it to be largely circumstantial , however the few times I have used it has been darkly amusing, there was this Rune priest who had a rough introduction to the forbidden art of Splat-Fu…

The power wep is, c h e a p , I have not used it thus far , not awful not great, I don’t find Hellions really need it and as usual the Agoniser is over priced junk in this dex.

Overall I feel you could do worse than include a unit as a single fast attack choice, they do conflict with the only source of melta in the army ,frankly I think you are asking for trouble if you do not include at least two units of reavers and/or scourges so one unit is realistic in my estimation, also it’s worth mentioning that they can be lots of fun.

The Baron

Ok, so this is where they really start to sing. I tend to think of The Baron as a unit upgrade in the truest sense of the term, by himself he’s a little pathetic , the only thing really does for the unit physically is allow them to be a bit more threatening to armour with his 5 str 6-7 attacks on the charge, he can open some tins for ya.

Tha major things he offers are making them TROOPS , freeing up some more FA if you need it (you do) and making them score. In fact he comes with a ream of shit to pimp the unit, he’s a measly 105 points and packs a phantasm launcher , gives you a +1 to the first turn decider roll AND gives his hellion unit stealth also. A 3+ save with the possibility of FNP makes them a real PITA to deal with, people don’t expect space elves to be that hard to take down. As if that was not enough his unit can re roll dangerous terrain tests and any dice for their H&R, a unit of Hellions with the Baron is L££T.

He does also come with a shadow field which means he ‘can’ be used to soak some hits if the unit is depleted or as a break off tarpit in a pinch.My only gripe is that he does not have or benefit from combat droogs for no readily apparent reason , shit I’d happily go up to 115 points to have him with those …

So without the Baron they are pretty good in the right hands and worth a go. But With him they become a well oiled killing machine, no longer having to fear DT and actually getting a great save in the process is W1N , their fast, their shooty, and they hit like a brick in a sock.

The art of using them is partially getting them over the table relatively intact so you get enough numbers when you hit , subsequently they are a great candidate for WWP delivery.

If you do decide to pick up a unit just be patient and take the time to learn how to use them and they will reward your efforts.

Next week: It’s a biggie , Retro Review of the much loved/spammed Fire Dragons Aspect , see ya then.

 

*click*

 

6

New DE: Make Romance explosion In my pants.

Go on, give your eyes a blowjob…. Twice

 

Well, at first glance I was not sure if I was too keen on the Venom, though now I just think it’s suffered from GW’s unflattering photography of late, I think the model will be very nice in your hands. Ima getting a pair for my trueborn squads.

I love the sheer level of intricate detail on the Talos, is hot candidate for best MC ever . I find the Chronos underwhelming (whats with the willy wonka lollipop shield ?). I doubt I will get any though because I feel they are pretty poor heavy support choices, IF  I were to invest in an all freks theme list then I would naturally pick up three, but I am soooo not investing in a whole freaks army , It’ll be a miracle IF I can ever finish painting my Kabal/Wych cult stuff.

Scourges = jizz in my pants, shame the sprue pics are not there, they better come with enough stuff to do 2 special weps….I plan on getting a set of ten, I can’t really see them outing the reavers but me wanna play.

I really wish they had done the pissing battleforce with the initial release, with online discount I would have saved even more on some of my staple stuff .

Finally , lets talk fighters – Utter porn.  looks like all the weapon options are represented too, defo getting two but having to keep telling myself I won’t want or likely use three, but damn it would look teh sex …… Based on this I’m getting all moist thinking about the potential eye sex the Void Raven will offer . It’s such a shame the rules are not a bit better for the flyers, practicality/points efficiency will dictate we still see more Ravagers :o (

All in all I’m feeling a bit overwhelmed , best GW release in a long long time…..

 

The Pater Jes

Our Jes who art in Lenton

God-win be thy name,

Thy mini’s come thy will done, On earth models from heaven

Give us this day thy plastic crack and forgive meq players (optional) lead Mon’keigh into temptation.

And deliver us Evil

For thine is the studio the green stuff and the glory for ever and ever

Toy men

 

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