Sunday, April 7, 2013

Hobby Progress: Necrons

I had a pretty good amount of time to paint this weekend and I took advantage of it to finish off my first group of Necrons.  Since I'm planning on painting as I go, I now get to order the next portion (woo-hoo!).  Not too much time to type (about to watch Homeland before the beds) so am going to just upload pics.










Monday, April 1, 2013

Tournament Report March 30, 2013


So this weekend rolled around, and most friends had made non-40k plans.  Having been secretly painting my 2nd Helldrake and excited throw out two on the table, I decided it was finally time to jump headfirst into a tournament. This would be the 2nd ever competitive event I played in (the first being way back when in 4th edition, in which I got my arse handed to me).

The local Games Workshop near where I live in Bowie was hosting a tournament, that was actually something of an experiment - they decided to play 6th edition the way the book says its supposed to be played, so that meant using double force orgs at 2000, variable terrain setups and book missions.

However, and I gotta laugh at this, because right after they explained their "experiment", they added that they had decided specifically not to play Purge the Alien, nor use mysterious objectives/terrain, as kill points and exploding objectives "just hurts IG too much".  The way we handled terrain setup was also not the way the rulebook explained, although I liked it much better as there is a lot less gouging each other as both sides want to set up terrain that is advantageous to themselves, apart from my 3rd game the boards ended up looking very nice, with a few silly tilted buildings that had been set up on slopes here and there.

Best painted army unofficially went to this beautiful Tallarn IG Company (there was no actual best painted award, but it would've been this one). Yellow, when done well is so very striking.
Makes me want to paint up some Imperial Fists, providing I can pull off painting yellow.
So being double force-org I was totally unsure of what to expect, so I ended up taking this list.  Here is a picture of my army painted nicely (but in sore need of an army tray, which will have to become a future project for me).
Large plastic drawers work well for holding an army.

2k Chaos Space Marines - Double Force Org

1 Daemon Prince of Tzeentch,
Wings, Power Armor, the Black Mace

1 Daemon Prince of Nurgle,
Wings, Power Armor, Burning Brand of Skalathrax

1 Chaos Sorcerer
Force Staff, Bike, Mastery Level 2

3 Chaos Spawn
Mark of Nurgle

x2 Helldrake
Baleflamer

x5 10 man Cultists Squads
2 Squads with Heavy Stubbers, the rest bare

5 Havocs
4 Autocannons

2 Obliterators

x4 Solo Obliterators (each taking up a HS slot)

Aegis Defense Line
Quadgun

So basically, using double force org for 3 HQs, I then maxed out my heavy support slots with single Obliterator units, that I planned to deep strike in 2-4 of, in order to pop rear armor, flame blob squads to death  and also serve as general distractions.  The fact that they have 2+ saves and are only one model, usually makes opponents decide to shoot other things besides them.  I decided to experiment with cultists as well, while they are terrible at just about everything, they are still objective claiming bodies, cheap as chips and can still go to ground to get decent cover saves behind the defense line and in ruins/area terrain.  Having 50 bodies too many for my opponents to punish proved to be effective in all but the last game (more on that later).

Game 1

My first game was against a Ravenwing/Imperial Guard allies army. His list looked something like this:

Shrike
10 man assault squad
x2 10-man Tactical Squad
Flamer, Missile Launcher, Drop Pod
10 Space marine scouts with Sniper Rifles
1 Dreadnought
5 Terminators
Multi-Melta powerfist, Drop Pod
1 Primaris Psyker
10 Veterans
Missile Launcher, Plasma Gun
3 Leman Russ (basic battlecannon flavor) in Squadron

Game was Crusade with Dawn of War deployment and  5 objectives, I won the roll and deployed 3 in my end (1 in each corner, 1 in the center). He likewise placed his objectives in the opposite corners.

I'm going to just give a brief overview of the highlights of each game as it would take too long to write out and would be rife with inaccuracies.



Turn 1 saw him dropping a tactical drop pod into each corner to flame cultists that were sitting on objectives. He also dropped a dreadnought right in the center in front of my cultists on the quad gun.  Shrike deepstriked into the middle of the table with his unit which left him as easy prey for a daemon prince.  The Leman Russes proceeded to fire at my cultists who went to ground behind the ADL and laughed at the battle cannons.  They were able to easily destroy my autocannon havocs though, who didn't really have anything to shoot at all game.  He had rolled the -1 to reserves warlord trait, where-as I had rolled the re-rolls on reserves, and silly as it was, helldrakes did not end up coming on until turn 4, in which most stuff was already gone.  The Daemon Prince of Tzeentch all on his own was able to take out a veteran squad, and Shrike plus his assault squad.  Spawns + Terminators (I attempted to tarpit them from shooting cultists) equal'd dead spawns, which I now know to avoid in the future.

End of the game ended up with me holding my 3 objectives, StW, Linebreaker with him having First Blood and neither objective. Round 1 Victory - 11-1

My turn one opponent was awesome, he played fast and was very knowledgeable enough of the rules.  His list was not double-force org'd as far as I could tell, which makes me wonder if he didn't get the memo, or just chose not to play his list that way. Either way, I would play him again (with a less ridiculous list) in a heartbeat.

Game 2

My 2nd opponent, Alex ran a mono-IG list that looked something like this (very rough estimate, as IG has their own sub force orgs for troop choices)

Lord Commissar
20ish Conscripts
2 Heavy Weapons teams
3 Mortars, 3 Lascannons
1 Infantry Platoon
 Platoon Command Squad, another Commissar
 3 20 man bodies
 Grenade Launchers
20ish bodies apiece
2 Sentinel Scouts
1 Leman Russ Battletank
2 Leman Russ Demolishers
2 Valkyries
Each with a stormtrooper squad inside

I really liked the look of his army as he had used Catachan models painted with urban grey and black camo.

We played hammer and anvil deployment, mission was Big Guns Never Tire with 5 objectives. He put 3 on his half with one a little bit closer to the edge of his deployment zone.  I put one in a building in the back and one in area terrain to the right.  I also got lucky and seized the initiative.  I also decided in terrain setup it would be wise to stick some LOS blocking ruins right in the center of the board to give my advancing elements something to move up behind and get a cover save.




The game ended up with me moving the spawn/sorcerer, 2 daemon princes, and a group of cultists forward to try and hide in the middle ruins until it was time to make a run for the objective.  I was very wary of the two Leman Russ Demolishers on each side. He moved his stuff up, and had some fairly ineffective shooting at my units which utilized cover saves successfully (the DP of Nurgle in particular with shrouded gets a 2+ save in ruins).  He also moved his ground blob up over the objective on the area terrain. The next turn I glided both princes forward, to charge the Russ and the blob, along with the spawn.  This was a huge mistake on my part, as the Spawn made it, but the Prince needing a 7 to get at the blob failed his charge roll (5, doh!).  The other prince charged the Russ and blew it up.

The next turn, my opponent promptly put both demon princes down, one with combined torrent of fire, the other being a demolisher round to the back of his head (if only I had made it into the combat). The Spawn performed admirably against GEQs, if only they could make it into combat with them more often - assault although a powerful tool, really has been nerfed compared to how reliable shooting is in 6th edition.  Coming from 4th edition (skipping 5th) assault was the way to go, lol most games ended up with huge melees in the middle of the board.

My Helldrakes both came in turn 3, and an Oblit deep struck in behind the other demolisher and proceeded to take it out via TL meltagun.  His Valkyrie came in and faced off against a Helldrake in some hot flyer on flyer action. I rolled a successful Daemon save against a lascannon pen that would've killed it otherwise.



The next turn saw my helldrakes, combined with shooting from my backfield clearing out most of the guard on one of his objectives, a final turn enabled me to blow his guard completely off of one objective, spawn finished off the guard, and got in a fight with his dropped off stormtroopers).  The cultists made a feeble attempt to run from the center ruins for the objective, but got killed by mass lasgun fire from his remaining troops in the building.

The game ended with him claiming one objective, with 2 extra points from an Oblit that deepstrike miss-happed (rolled a 1 as well) and StW.  I held 2 objectives, had StW, Linebreaker and First Blood + 2 kill points from killing his two Leman Russ Demolishers (the 3rd vanilla Russ largely got ignored as most of its shooting was ineffective).

Final Score: Victory - 10 to 5

Game 3

Game 3 vs. my third opponent, Joe would be my downfall, as he had an exceptionally good list, a strong counter to my scoring cultists (through 4 barrage pie plates a turn that ignored my defense line's cover) and also I had some exceptionally atrocious bad rolls in the beginning and end of the game.  I don't ever blame my loss purely on dice rolls, however had I not rolled as terribly, although he still would've won, the game would've gone differently and I probably would've scored more points at the end.

UPDATE: To make a point, I read the rules for barrage today, and it turns out that barrage weapons do NOT ignore cover, however, you allocate wounds from the direction of the center of the template, so it would ignore hiding behind, say an Aegis Defense Line.  However, for area terrain/obstruction by ruins, you still get a cover save.  ALSO, when targeting units in Ruins, barrage weapons hit the models of the unit that are on the upper most level.  Had I known these things and what I was up against, my objective would've gone into the ruins, with me constantly moving a few cultists up a level per turn to die so as to remain holding the objective at the end of the game.  POINT I'M GETTING AT: This goes to show how important it is to not only understand that capabilities and rules of your own armies, but the capabilities of others' as well, so that you can exploit their weaknesses and don't get manhandled because you aren't aware of how something works.

Going back to our game though, Joe had an exceptional gunline build. I don't remember the exact specifics of it but using the double force org, his army looked more or less something like this:

HQ: Company Command Squad
3 Masters of Ordnance
2 Veteran Squads
-Autocannon/Sniper/8 Lasguns
6 Infantry Squads
-Autocannon/Sniper/8 Lasguns
(A few squads had Lascannons instead of autocannons)
2 4 man squads of Ratling Snipers
Marbo
Vendetta
-Platoon Command Squad inside the vendetta
Leman Russ Executioner (Plasma cannon flavored)
2 Leman Russes (Battle cannon flavored)
Manticore
2 Heavy Weapons teams (3 autocannons)
Aegis Defense Line w/ Quadgun


Mission was Emperor's Will with Vanguard Strike Deployment

During deployment/terrain setup, he actually did something fairly aggressive and set up a LoS blocking ruins, right in front of my Quadgun, lol at that point I realized that it wasn't going to be a friendly game (haha, already was aware of that, being as that we were both at the top table).  It actually ended up so that a lot of the ruins were on my side of the board, which when I rolled up the warlord trait (+1 cover save in ruins) I thought I had it in the bag and I would just fly my demon princes forward and use that and helldrakes to roast him off of his objective.  Boy was I in for it.

His first turn, he drops a S10 AP4 blast on my Warlord Daemon Prince.  I needed to roll a 3+ or at least a 1 to get the re-roll Tzeentch DPs get. Roughly a 77% chance of survival by my math-hammers. Lol, roll a 2 - Instakilled, before he could even take flight, which gave my opponent StW plus FB.  In a mission with only 2 objectives, the best I could hope for at this point was to contest his objective and still score my own.

As is the risk with reserves, my Dragons and Obliterators ended up trickling in rather than coming in all at once which he easily able to put down turn by turn by focus-firing.  To make matters worse, the Obliterators deep-strike mishapped multiple times, including one being destroyed, and 2 that he redeployed in the back on my table edge.  During this time he beat down on my cultists behind the Aegis Line (where I had ignorantly put my objective) with barrages.  In hopes of surviving to the end of the game, I spread out my cultists in conga-lines (rather than blobs) to reduce the number of hits pie plates get.  My spawn charged forwards and got themselves locked in combat with his Ratlings he had infiltrated.  The remaining Daemon Prince flew forward and managed to mulch a bunch of Guardsman before getting shot out of the sky, I contemplated gliding/charging into a guard squad, but needed about a 9" charge roll to get to the one that was on the objective and decided I could do more damage using the brand.  And although my first dragon did just about nothing before it was blown out of the sky, my second one was able to blow up his manticore's missiles/slay his own warlord to nab me one VP.

The big kicker came on the very last turn of the game though - he dropped his barrages on my cultists, causing 3 separate squads to take morale checks.  When it came time to take them, not only did every single squad fail their checks, they THEN proceeded to run 10-12" right off the board edge.  This left me with no troops to secure my objectives.  To add insult to injury, my cultists that were in some ruins, in attempts to try and come down 2 turns prior to make a run for the objective ended up rolling double ones both times, preventing descending to lower levels, they did manage to ignore terrain falling back though and still disappear off the board edge... gg, cultists.  Had this not occured, he would've beat me 5 to 4 rather than 5 to 1, which might've let me jump into 2nd place.  I laughed it off though, as crazy things can and will happen in 40k which is part of what makes the game so fun and exciting.

Final Thoughts:

Joe ended up winning first, I got 3rd, which I was plenty happy about. My goal had been to not get dead-last, and I felt that I did admirably in that aspect.  I enjoyed the tournament overall, it was a ton of fun and I look forward to playing in another one soon.  I definitely learned quite a few things about my army as well as about Guard in general, and it helped me to cement more 40k knowledge to use to my advantage in future games.  Double Force Org is silly, but I feel like most average players don't have the models to fully abuse it other than min-maxing units like I did (2 fortress of redemptions/6 helldrakes anyone?).  Barrage weapons hurt squishy models, but are not unbeatable if you understand how they work (of which I do now).  Also, foot IG gunlines are quite good, as is AV14 front armor Leman Russes.

Surprisingly I liked how the terrain setup worked, it wasn't quite by the book as the TOs said, when they demonstrated it basically consisted of a roll-off followed by players taking turns placing terrain pieces on the table (after deployment/table sides had been established). Because most players were hoping to secure themselves good pieces, it didn't lead to shenanigans like barriers on table edges etc. (although there was an ADL that got blocked off).  It actually helped me quite a bit in my second game as i was able to sacrifice terrain on my half for an avenue of attack.  I would gladly play with this terrain setup format in future games if opponents are willing.



Sunday, March 17, 2013

Hobby Progress: Wrapping Up Chaos + Necron Beginnings

This last weekend for me I was crazy busy with hobby progress.  Having to pull an all nighter at work with not much to do other than paint and glue miniatures aplenty proved fruitful for me.  I finished my warlord, which can now either double as a Chaos Lord with the Brand or a Sorcerer on a bike.  I am very happy with his overall result, here are a few pictures.


This was my first time attempting to do OSL (Object source lighting) in my painting, using a combination of dry brushing as well as thin layers.  I felt that while his staff could have turned out a bit better, his helmet really showed the effect well. I will be incorporating OSL en-mass when I begin painting my Necron army (more on that to come).

I also finished up my Aegis Defense Line (pictured below). It was my first time using weathering pigments, and am happy with the result that they gave. I plan to use the pigments for muddy weathering on my tank tracks, as well as for some rust/corroded effects on the Necrons.  






The shields were used from an old warriors of chaos kit I had laying around from my fantasy stint a few years back.  Pigments were the flames of war brand, using a layer of European Dust and then Mud.

I also stayed up later Saturday night listening to the 11th company podcast and modeling the beginnings of my Necron force.  Annihilation Barges are really neat models, but due to my unfamiliarity with the kit (I've only ever done Marine-stuff in 40k) it took me a while to get all the little parts fitting in the right places.

Here are a few pics below of the Necrons.  I am using corkboard to create rubble/rocks for the bases. This helps give the warriors (a fairly static model) more dynamic poses. I also liked the effect that it created with the scarabs, skittering over terrain.

D-Lord in the center is missing his wraiths...

The corkboard to the bases gives them a bit more height and will look neat when painted.
Last but not least I modeled one last chaos spawn based on some extra bits I had from the kit in combination with an additional body I ordered off of e-bay. This will put me up to 5 spawn which is the maximum for the unit size, a perfect escort for my biker-lord/sorc.  He is a bit more random than the others (as he was created from spare bits) but hey, its spawn, so what?

Come at me, bro.
Unfortunately I am fresh out of primer, so painting will commence tomorrow evening, but I am looking forward to testing out a few different color schemes on the warriors.

Future Projects:
-Painting Necrons
-Creating a wargaming table
-Possible 2nd Helldrake (it is still staring at me in plastic)
-Modeling Night Scythe + Wraiths (need to order next month)


I have also been musing about running a pair of maulerfiends  They are pricy models, but I do like the way that they look, and believe they would be extremely fun to play in a fast up-in-your-opponents-face style list, supported by other fast attack and HQ choices from it plus the Daemons codex.



Short Battle Report + A Few Gripes

I got the chance to play again this last weekend.

Sunday, March 10, 2013

Battle Report + More Thoughts on Codex: Chaos Daemons

Ahhh, the beauty that is painted minis in battle.

I managed to make it to my local game store this weekend and get a game in with a good friend.  It was the first time running Daemons from the codex as allies, so built a list the focused heavily on them that looked as follows:

Chaos Marines 1999+1

HQ - Lord w/ Burning Brand of Skalathrax - 95 pts.

Troops

Chaos Cultists x10 - 50pts (I realized now that I forgot to pull out these guys/didn't even use them! whoops)

x4 Chaos Space Marines x5 (137 pts each) minus 12 for 536 pts.
-Rhino w/ Havoc Launcher
-Plasma Gun
(One Rhino didn't take a havoc launcher (to get down 12 pts to 2000)

Fast Attack

Helldrake w/ Baleflamer - 175 pts.

x2 Nurgle Spawn x2 (72 pts each) - 144 pts.

Heavy Support

Chaos Havocs x5 - 115 pts.
-4 Autocannons

Daemon Allies

HQ

Lord of Change - 280 pts
-2 Greater Rewards + 1 Lesser Reward

Pink Horrors x10 - 90 pts

Screamers of Tzeentch x9 - 225 pts

Daemon Prince - 290 pts.
-Tzeentch, Lesser Reward, Daemonic Flight, Warpforged Armor, ML2

My opponent was running a list that had proceeded to smash my face in every game prior - I'm not sure of the specific point costs, but it is as follows.

HQ

2 Lords w/ Mark of Slaanesh both on bikes one with the Burning Brand, the other with the Black Mace

2 9-man bike squads w/ 2 plasma guns each + Mark of Slaanesh and the Icon of Excess (gives unit Feel no Pain), Champion w/ a Powerfist

2 Noise Marine 10-man units with 1 blastmaster each

5 Havocs w/ 4 Autocannons

4 5-man Chaos Marine Squads w/ Meltaguns in Rhinos w/ Havoc Launchers

Neat Autocannon conversions, yes?
Our mission was Big Guns Never Tire (for 4 Objectives) and The Vanguard Strike Deployment (diagonal)  He won for sides and chose his half. I won the roll off for deploy/go first and had the initiative seized from me (I believe this is the 3rd time now in a row that he's managed to seize on me!).

I also did my first time rolling on the gifts/psyker powers for the Daemons chart.

For the Lord of Change, I took prescience (I forget the original roll) and rolled on the change table scoring the bolt of change which I decided to take (probably a mistake, as I will go into later).  Here's where it gets nasty, his gifts included the FnP 4+ save (imo the best gift on the chart) as well as the fleshbane/armorbane to all of his attacks.  He took the staff of change in exchange for his lesser gift.

The Daemon Prince rolled EXACTLY how I wanted to on the biomancy chart, which was quite lucky in my case - thankfully in my opinion, despite a meh primaris power of smite, most of the rolls on the biomancy chart are decent for buffing the psyker himself.  He ended up getting Iron Arm and Enfeeble. Enfeeble proved to be incredibly useful as successful casting would take his bike units down to S3/T4 making it easier for my lesser units to wound the bikes.

I made the mistake of putting my Horrors in reserve for deepstrike rather than just reserves.  When running against any army that uses blasts/flamer templates, one of the last things you want to do is drop your guys in hugging each others bases.  More on that here in a bit.

We had fairly similar deployments, both grouping our rhinos near one objective and putting our Autocannons near the other in ruins on our own respective board edges. I deployed my screamers on board, as well as the Lord of Change and the Daemon Prince semi-hidden on the floor of some ruins. He put one noise marine unit over one objective in his backfield, and the other on the first floor of the ruins beneath his havocs.

In future games, I'll probably attempt to do a turn by turn synopsis, but this time I'm just go to wrap it up. I'm attempting to make these things shorter, as that way they're more likely to get read :P (Duuurrrr...) and they won't take as much time to write.

He, unable to charge, moved his bikes up on each flank, but kept them just away from me. His shooting proved less than effective against my rhinos (not even his autocannons managed to wreck a rhino), and he was able to kill a screamer, and wound a spawn with some blasts that scattered.

On my turn, the Lord and Prince managed to successfully cast their powers, and took off into swoop mode moving up the center of the board - see the picture above).  Screamers slash attacked over the bikes (which killed one or two) and stopped just outside of the ruins housing his autocannons/1 blastmaster unit.  I blew up a rhino, getting first blood.  My Lord w/ the brand shot it out of the top of a rhino at his approaching bikes, but only managed to get 1 (Bikes having toughness 5 makes the brand fairly fickle against them!)  Both spawn units charged each bike squad, where they managed to tie up the bikes for a turn, before getting killed.  High strength weapons (like the power maul that one of his Lords has for +2 str) are quite useful against Spawns high toughness. While they will do decently against 5 man groups of marines, they couldn't quite hold up against the bike squads and went down.

On his next turn he managed to crack open both of my rhinos on the right flank, and charged in, slaying my warlord and several of my marines.  His shooting, while stunning the rhinos on the right, still wasn't enough to kill them, and other than that, he managed to kill a few more screamers. The black mace in combat, while powerful, is still AP4 and I managed to make every single armor save against it, leaving one guy vs. a massive bike squad.  Some falling back happened, with successful morale tests and re-charging.

Meanwhile, my Lord of Change and Demon Prince successfully casted their powers again. The drake failed to come in, however the horrors dropped in their big lawlblob near his backfield objective. Rather than electing to shoot with them, I decided to spread them out and only rolled a 1 on my run (DOH!).  The Demon Prince charged his bikes on the left, and the Lord charged his backfield noise marines.  Over several turns the Demon Prince was able to systematically murder his Brand Lord, Champion and then Bikes, while the Lord of Change dispatched the Noise Marines.  The screamers tried to charge the noise marines holed up near the objective in the building which proved fatal. LEARNING FROM MY MISTAKES: Don't charge a unit with higher initiative than you, as your screamers 5+ saves can't stand up to bunches of marine attacks.

He managed to blow up the rhinos, and completely wipe my remaining troop squads through his one bike unit, as well as some blastmaster blasts.  I ended up flying my Iron-Armed Daemon Prince over which easily handled the rest of his bikes, killing them and running him down (to his great dismay).  It was then able to swoop over/ and in tandem with the helldrake, take out his remaining marines in rhinos that were trying to hug the objective.  The Lord of Change flew in to contest his objective in the building in the end, and the autocannons moved down a level over the objective, making it a victory for me.

Post-game Analysis:

Alright, I won't lie - my rolls were off the charts good, while his were poor, but I still felt somewhat vindicated after our game was over.  My opponent, while being a good sport, made the comment that there was just absolutely nothing he could do against my almost invincible monstrous creatures, which is how I had felt in previous games against his two seemingly unstoppable bikerstar units.  They aren't invincible per say, but they are still fearless T5 I5 marines that move fast, have a lot of attacks and also have Feel No Pain, and are accompanied by two formidable Chaos Lords.  One unit of his bikes all on its own proceeded to rip through and take care of almost all of my troop units.  While the bikes were strong units, my Iron Arm enhanced Daemon Prince was able to take advantage of the Challenge Mechanic, and with a high intiative, high strength series of attacks (from the staff of change + his psyker power), he successfully killed and blew up both Lords on his own, and was able to use his Initiative of 8 to run down one of the remaining bike squads (no longer fearless).
Who is next?
In essence the beatstick MCs seemed like a hard counter to his bikes. Especially with Iron Arm and the staff both putting the Demon Prince's strength up to 10, which cancelled out FnP and cut down his bikes like they were nothing (something he probably had never experienced).  I got a little sloppy towards the end and made a few stupid mistakes, had the game ended on turn 5 (I had forgot to move my autocannons down a level to secure the objective) the result might have been different.  I also got excited at one point and shot a rhino with the Lord of Change's bolt and consequently had to charge the rhino instead of a marine squad next to it.   The Lord of Change's FnP of 4+ also served him well, even though he didn't need to roll saves as many times as the prince did. The Prince with a 3+ armor and re-rolling on 1s (as a Daemon of Tzeentch) seemed nigh unstoppable against normal attacks, by the end of the game he was down to 1 wound, and I probably should've stopped casting with him for fear of perils. However I didn't suffer a single perils, or fail a single psychic test.

My opponent and I discussed GWs business model afterwards and how it seems that they tend to tie good unit rules to sales of their miniatures and how it seems that they consistently in the process throw game balance out the window.  He replied that the game had left a bad taste in his mouth and he just doesn't see how anyone could see that daemons are bad after he had just been handled by them.  I agree with him in all honesty - the Greater Daemons were the stars of the game (Helldrake is jealous as usual).  However, I did get very good rolls right at the beginning of the game (rolling up 2 extremely beneficial biomancy powers) as well as rolling up the 4+ FnP gift for the LoC to give them an even better edge than they would normally get.

For me, it feels like the inherent unbalance in the game is creating a strong metagame amongst our group.  I am sure that my opponent, crafty and skilled as he is (I will admit he usually beats me in most games we play) will find a way to counter my greater daemons in a future list build, whether it is by using more power fists, higher strength shooting, torrent of fire, or even a different army altogether!

I still get to do all the shots!
One last silly note about horrors. They are not survivable at all (one turn of a few blasts and some bolters took them down to one model), but the fact that they can still cast their power when there is even one model left in the unit (with 1 warpcharge for 2d6 shots) makes for some silliness.  This occurred during our game and was a lolsy moment when one remaining horror proceeded to shoot and kill 2 marines (and then gave them the 6+ FnP).





Thursday, March 7, 2013

Fake 40K: Shooting the Horrors

My dice. I like these as they are easy to use and remind me somewhat of the warp. *Nerdy Laughter*

Here's a silly idea - I feel like rolling dice and seeing results on what if-type scenarios for my units. As this Pink Horror unit I posted about (see prior thread) still has my interest (not to mention I've started seeing silly comments like "I CAN KILL FLIERS NOW WITH HORRORZ!" on other sites using similar builds to the one I theorized), I'd like to see how the dice hold up.  Mathhammer, while giving me the averages, can only take me so far :) Plus its fun to throw dice around.

Alright, the standard test - lets 20 pink horror shooty death vs. a standard 10 man space marine tactical squad (wha, not combat squaded?? I know, but we wants to see how much damage we can do, precious).

Round 1
First, Tzerald attempts to roll up prescience - rolls a 4, success.
Pink Horrors attempt to roll for Flickering Fire of Tzeentch - rolls a 4 (again!), success.
Enemy unit rolls to deny the witch - 3. Okay.
To save time, Tzerald will also roll to cast FFoT to combine shots - rolls 3, (rolling low so far) - passes psyker check.
2nd Deny the witch - 5.
Alright, so expending 3 warpcharge for the horrors (4d6 shots) and 1 warpcharge for the Tzerald (2d6 more) we roll up to see how many shots we get - we do actually need to differentiate the rolls as the Tzerald has a BS4 the horrors just a BS3. Horrors roll (3,3,3,1) and Tzerald rolls (3,2). A total of 15 shots, slightly below the average.
We have to do the shots seperately (or with different colored dice to differentiate the units varying BS - already somewhat of an annoyance) - with re-rolls from prescience Horrors score 7/10 hits and Herald scores 5/5 hits. Yeah Divination's good. Now for the fun, 12 S6 hits against marines needing 2s - 10/12 wounds.  Marines get their save 6/10 pass leaving 4 dead. Now for the warpflame toughness test - marines roll a 5 failing it!!! (I swear I'm not making these rolls up lol) - they take an additional d3 wounds (1). So 5 dead. Meh. Lets try it again.

I'll condense it for future rolls.
Round 2:
Prescience - (1,1) passes with perils - Tzerald takes a wound.
Pink Horrors FFoT (4,2) - pass. Deny the Witch (4) fails.
Tzerald FFoT (6,1) - pass. Deny the Witch (3) fails.
Pink Horrors get (4d6) = 12 shots.
Tzerald gets (2d6) = 9 s6 shots. (Lookin better)
Horrors shooting - 7/12 hits.
Tzerald shooting - 6/9 hits.
To Wound (combined) - 12/13 wounds.
Marine Saves - 7/12 successful saves - 5 marines die.
Warpflame toughness test - 5 again! - 2 more unsaved wounds - so 7 marines get killy killed.

Round 3:
Prescience - (5,4) passes.
Pink Horrors FFoT (6,6) FAILS! one horror eats it as part of the brotherhood of psykers rule.
Tzerald FFoT (6,4) Pass - Deny the Witch (2) fails.
Tzerald gets (2d6) = 10 s6 shots. Wow.
Shooting - 10/10 hits.
To Wound - 8/10 wounds.
Marines Saves - 7/8 successful saves.
Warpflame toughness test - 1. This time they pass and get a 6+ FnP as well for the rest of the game.

Well, if this exercised has proved anything, its that Horror batteries are fiddly. Super, super fiddly.

Yeah, I'm lazy and don't do math without the internet.
For one, you need to make 3 psychic tests - one for the Divination spell, one for the horrors' witchfire, and one for the  Tzerald's witchfire. That gives you three 5.5% chances that you will fail (or a 16.5% chance that one of them fails - not terrible odds, but theyre still there.) You also have a 16.5% chance that your your opponent makes his Deny the Witch roll, which he gets to do twice (making it a 33% chance overall that your opponent cancels out either 2/3rds of your rolls or 1/3rd - maybe both if he's lucky - theres a 1/36 chance of that happening).

Secondly, after you've managed to make the psyker tests - you then need to hope you roll high - and you have to do it separately (as the Horrors and Herald have different BSs) to figure out how many shots are hitting on 3s and 4s. Divination helps out a ton, I dont see anyone using this unit without at least Prescience powered on them.  Since its AP4, it doesn't really do all that much to marines. The S6 works nicely too.

I think my first two rounds were rather lucky, especially with the failed toughness test at the end of both for warpflames. I think that the 3rd round is more of what you will typically see with this unit (something goes wrong with either failing a psyker test or getting the witch denied) with little effect on power armor equivalents.

For 410 pts, I can take a lot more firepower that is more reliable 3 4man autocannon teams from CSM havocs cost 345 pts, and put out a 24 guaranteed S7 AP 4 shots per turn, with no silly FnP afteraffect from Warpflame. Of course, they don't have as many wounds as this unit (22 including the Tzerald), and their torrent of fire goes down faster as they die (-2 shots a guy, while the horrors need to lose 5 guys to lose that first warpcharge point and go down to 3d6) but they do have better saves.

Daemons are random, this is very apparent.  As always, playing by yourself with dice in a vacuum situation doesn't really prove anything, but it shows you  how crazy certain things can be.

Oh and for what its worth - when the marines shoot back (after moving 6" and firing bolters at 18") they kill 4 of them (not an average). And 5 the next time.

I think next time, I will bust out a few pictures of my minis and simulate a Lord of Change/ Daemon Prince build and how they perform in CC as well as shooting at them and from them beforehand.

Looking back now, I see I messed up by missing out on a warpcharge point with the ML3 Tzerald that wouldve gotten an extra d6 worth of shots... Lol, already-overly-lengthy-post invalidated.

To whoever the guy was that said his Horrors can now reliably kill most flyers - *rolling* - you may be on the right track - Re-rolling from divination gives you much better odds of getting those 6s, but being only S6 isn't going to help unless you're shooting that Helldrake in the Butt, or can roll lots and lots of further 6's to glance AV12.

One last note (and cuz I want to roll one more time) - This unit if everything fires off successfully will hurt guard blobs (I scored 14 wounds with no saves as its AP 4). However, because they will be close enough to shoot you back, they will definitely do a good amount of damage to you if they haven't pie plated your face yet. Also FnP will do wonders for them as they come in larger numbers, so exercise caution if youre really committed to wielding horror blobs.

As for me, I'm feeling that although they are neat, they don't do reliably nearly enough for how much they cost.

As a random guy in my 40k Facebook group mentioned to me the other day, "Chaos. High risk/high reward."  I'll second that.

Okay, I'm done.