Showing posts with label Grey Knights. Show all posts
Showing posts with label Grey Knights. Show all posts

Sunday, 2 December 2012

Blog Wars 4 . Bat Reps...





So it was full of Gusto I breezed in to my second Blog Wars with my tourney untested new marine creation, I was hopeful as in play testing the "tool kit" army seemed to be working well and had yet to be trounced (which is not the same as "not lost" :P )

Anyway this was the list I took. The inclusion of Chronus was due to the mission pack making special characters score or give away extra vps but you HAD to take one. Either way a scoring predator that could then cheekily throw the character from the wreckage to go and hide in a squad seemed a good bet. The fact he then gave me immune to stunned and shaken and bs5 was just icing on the cake:

Libby - Gate and Null Zone
10 Sternguard in a pod
Iron Clad with 2 hunter killers in pod

10 tacs with the holy trinity of melta in pod
10 tac with missile, plasma and assault cannon razorback
10 sniper scouts with Telion
Aegis with Las

Storm talon with cyclone
Vindicator
Thunder Fire
Dakka Pred with Chronus

Let's see how I got on then..

Tuesday, 27 November 2012

Chaos Suckz - Grey Knights Rulz!! New Army List Ideas

After a fairly successful run with the Wolves + Guard over the last 3-4 tournaments, I am looking to try out a new army. Now I was all about Chaos, but the codex, simply put, does not fulfil any of my high expectations.

Abbadon feeling much like many CSM players right now..
Chaos Sucks...Right?

Now don’t get me wrong, there is some strong options and potential combinations within the book, however I am one of those players who does not like taking extreme lists without a measure of balance to take on all comers. Chaos is, unfortunately, not balanced. Their weakness? Shit troops..

I have tried time & time again to build a list with a strong push, solid fire support & still retain a strong scoring presence, but I am struggling. There is always a lack of mobility if I take too many troops, or a lack of scoring if I take too many hard hitters (which there are plenty of).

The Troops in 6th are the forefront of most codex’s, and to be honest, I hate the troops for Chaos.

The Marines are completely overcosted (two points less than a marine and loses ATSKNF & Combat Tactics, and two points less than a Grey Hunter who..well …I won’t go there).

Cultists? LD8 thanks to the champion, and do fuck all except hide. Seriously, they are dog shit. Guardsman are 1 point more but have the same LD, more weapon options, better armour & statline, potential to split or blob up, and can be joined by allied characters.
What is the point of this unit? Well like I said, they hide…that’s fucking it…
You can make them into zombies, and they gain Fearless, but now they are even more useless cause they can’t even hide…what..the..fuck! No going to ground makes them as good as dead. FNP? Who gives a shit, they suck.

I wont even bother going into the mark specific units, overcosted and do nothing which the rest of your army can do better. Noise marines comes close, but to get the most out of them your looking at spending a shit load of points.

No, the Chaos Codex for me is not shit, it’s just imbalanced. I hate not having reliable scoring, and since I am used to my scoring having to push for midfield, well good luck pushing squads of Chaos Marines near anything. Seriously, how are you going to stop those 18 wraiths,  or those gargoyles with FNP after your T and STR has been reduced to two? Well Spawn and Havos surely? Oh wait, not I don’t have any fucking troops…

Basically, this rant is pure and utter hatred for the codex, but I do hope someone has fun with it!

Ok So What About The New Lists?

Now this post is getting on and I haven’t even gone into what I want to use next . Well after some consideration I am leaning towards Grey Knights, unless someone convinces me Blood Angels can work. But then again Dark Angels are just around the corner, so maybe I should just wait?

I’ve fiddled around with mysel...I mean...some list ideas, and this is what I am up with at the moment, thoughts & criticisms are taken into account, even if you’re horribly wrong.

Saturday, 25 August 2012

Vendettadins - The new black?



Hey there. So writing a blog with a picture of my own face at the top, pretentious? Maybe. Meh, I just wanted to get some mileage out of it, ha!.

Well as Ven mentioned the other day I/we have really been looking at lists that take out that reliance of the random charge distance. Its nice when it happens but DEDICATED assault units I think are really suffering now.

6th ed, at least in the early days is about fliers, shooting, scoring and resilience. You need to be packing these or ways to deal with these in your lists or Gtfo.

I've also read a lot recently about Deathstars and how they cant be worked well now with the missions. Now everyone has there opinions but personally I think in two missions (relic and kill points), the Deathstar is king. So what about the other 4? Well they are all objective based. So really then you want lots of scoring.  So to make Deathstars work you need numerous scoring options combined with anti flier options to make your death star workable and not just expensive fish in a barrel....hmm ponder ponder...

..so me and Andy 10k came up with THIS little beaut...gentleman I give you the Vendettadins ( tried testing and AWESOME in game :) ):



Company Command Squad - Auto Cannon 60

Platoon Command - Auto Cannon - 40

2x10 Guard Squads with Auto Cannons  - 120

Veteran Squad - Auto Cannon- 80

Aegis Defense Line with quad gun - 100

Vendetta, heavy bolters - 140
Vendetta, heavy bolters - 140
Vendetta, heavy bolters - 140

Draigo - 275

10 Paladins, stave, banner, apothecary, 4 cannons, 4 hammers, 4 halberds - 750

- 1850

As you can see its got numbers, resilience and fliers...lots of fliers...lots of incredibly under costed fliers.

This means you can dominate the skys with the dettas, dominate midfield with paladins and swamp objectives with scoring bodies. It gives me funny feeling in my tummy and everything.

Little tricks I've been noticing:

*You don't have to have the aegis line in your deployment zone. Have it 6 inches in so the paladins can scout to just behind it for the first turn.
*Putting the reroll cover save order onto the vets who man the quad gun means you get 6 autocannons shots that make people reroll their cover saves
*The wound allocation shenanigans with paladins are still fricking redonculous.The unit can take all manner of abuse and can sit midfield just taunting the enemy to come close so you can try your luck at a few 10 inch plus charges...and if he doesnt..well perfect, the army continues to pound out the firepower into the face.
*The vendettas generally means you get 2 on turn 2. More than enough to destroy some opposing air force. If you get the chance go second. Apart from a few exceptions your army can take it on the chin for a turn or 2 (just keep the command squads hidden - its the easiest first blood target)
*Going to ground for a 2+ cover save with a defence line and the ordering back up next turn is ...just..wrong...people will pull "the face" as you keep doing it.
*The cheap platoon command can go in to a detta. If they die to fiery crashing oblivion; well its only 40 points. And you gain an option for a late game hover/debunk on to an objective.
*People tend to not want to charge over watching guard blobs behind defence lines; people tend to not want to charge paladins; people cant charge flyers.....see a theme?

Playing with the list is, honestly, pretty fun. The juxtaposition of having the cheapest of the cheap troops next to the most expensive of troops backed by a bit of mech means a lot of hobby buttons get pushed in game for me.

Going forward I may have a bit of a play with it. Getting a manticore in there for a bit of barrage sniping will be pretty harsh or maybe a Gk dread to better use Draigos grand master rules. A scoring dread that can still be used as AA in a pinch and add some psydefence...go on then.

Anyway, ideas? Glaring Mistakes? Thoughts?

G


Tuesday, 14 August 2012

Stealing from Stelek...playtesting continued for Crons

Awesome thievery below!
I've got 2 days of gaming lined up today and tomorrow - Bringer of Death (Steve) is off for a few days and has some time, so we are going to really hammer some gaming over the next 2 days..

My CronFlier list is proving to be pretty god damn tough, so we are looking at Steve's GK and trying out some Mech ideas for that, in additon we are trying out a more lethal GK/Allies ripped more or less straight from the pages of YTTH.

Stelek is always good for dirty armies to try out.. and yesterday he threw up (and this morning UK time we see a polished version) a GK and SW list at 2K that I thought was really so very shooty and quite lethal.

So we are testing a traditional GK mech list for Steve with the express purpose of seeing how it handles the CronFlier build.
I am not sure how well it will go for the GKs - the Haywire Warriors using Invasion Beams and the volume of fire will be pretty nasty, on the other hand the GK have plenty of TL'ing action of sufficient strength to bring down the fliers whilst also smashing the Necron foot units and glancing the Barges.

It'll be a tough test for the GK and indeed for the CronFliers, but we all need to work on our skills and tweak our armies in the run up to the Southern UK40KGT Qualifier in October.

This evening, Kabalite will join us and we are going to see what we can get out of his latest DE list. The DE have been struggling against the CronFliers and I think we have seen sufficient evidence that this is a distinct weak spot for the DE. Time to move on to another element - mass mech. How do the DE handle it in 6th? That is the next stage in playtesting for DE.

So, a few lists then:

GK Semi Mech, no Allies:
Inquisitor - 2 Skulls
6 x 5 Strike Squads - Psycannon, TL-HB Razorback w. Psy Ammo
8 x Interceptors - Psycannon
Storm Raven - TLPC, Typhoon
3 x Psyfledreads

Then we have the GK/SW list that is poached from YTTH and scaled down to 1850.

Inquisitor - 2 Skulls
Rune Priest - LL, Jaws
6 x 5 Strike Squads - Psycannon, TL-HB Razorback w. Psy Ammo
5 x Grey Hunters - Rhino
SW  Dread w. 1 x TL Autocannon, Fist
SW Vindicator
3 x Gk Psyfledreads

Pretty scary I think. Plenty of shooting for gunning down everything from Guard equivalents to Terminator equivalents. Strong enough to smash down hull points from a well blended mix of range bands. Good scoring, excellent Psychic defense, S10 pie plate action for Deathstars.
Strikes advance on foot with Vindie, Rhino and 4 Razors, 2 Razors hang back empty and provide cover for GK Dreads. SW Dread advances with foot contingent, provides limited fire but also some speed bumping/tarpitting action vs select targets.

And to recap the CronFlier build that I am running:
2 x BargeLords (Overlord, Scythe, CCB - Tesla Cannon) - 1 with Mindshackle Scarabs (MSS)
2 x Royal Courts x 4 - 3 Haywire Crypteks, 1 Veil Cryptek
2 x 10 Immortals - Gauss, 1 with a Night Scythe
3 x 5 Warriors - Night Scythes
3 x Annihilation Barges

Simple Cron build, the Hawire Crypteks double up and join the Scythe bound Warrior squads, the Immortal Scythe stays empty and on the table in the most extremely defensive positions are the Immortals. Use premeasuring, terrain and line of sight to play a very defensive game for the first and second turn (where possible, we like to go second versus armies with fliers, first is much better against armies without)

We've not really explored GK in 6th, well..not too much anyway..it's time to really see what they can do this edition. Truth is though, so many GK players in the UK are bandwagoners at tournament level, so I fully expect to see a vastly diminished GK field at tournaments - we'll see, I'll get some data from the first Qualifier before the Southern Q.. I do expect to see more allied IG messes.. Anyway.. these GK lists float your boat? What are you finding is savage in the way of GK this edition? 

Saturday, 4 August 2012

Necron Bat Rep: Gauntlet Game 1 - Draigowing w. IG


This is a bit pic heavy, hope you guys appreciate it.. I found it an interesting activity. 


Mission: Scouring
Deployment: Vanguard

GK win roll of to choose half first, they choose the top right.
GK deploy Aegis Defense Line (ADL). Two layered, one in position to give cover to Blob and the other on the front line to give cover to Paladins to stop S8+ (none present in this list, but a damn good 'best practice' to get into).
Night Fight is in.
Draigo –Dust of a thousand worlds (useful)

Necron Over-War-Lord – minus 1 to enemy reserves (irrelevant)

Pal's up front going for mid table Turn1
GK win roll of to deploy first and go first. Both advantages at the early stage going to GK. 

GK Deployment – on the 12” – Draigo & Paladins going to scout via Grand Strategy. Solodin on the Quad Gun, holding home objective. Blob going to push first turn..but holding another objective.

NOTE: It turns out I don't have 60 Guardsmen, so the rest of them (20) are hiding invisibly in between their buddies in the same outline and shape. Irrelevant for this exercise as no real templates. 

Necrons deploy defensively trying to outrange the 48” guns.. awaiting flier support. This is a tricky process that I have been working on over the last 8-9 play test games. Especially tough with 48" range guns on the GK's - Psyfle's, Auto and Quad..

However, thanks to pre-measuring, this is quite safe to do.. ruins and other terrain on the table help to give decent saves, Night Fight being in on Turn 1 really helps. Ruins plus Shrouding equals pretty damn safe..

Paladins scout, Necrons have no interest in Seizing. 

Friday, 3 August 2012

Draigo, Coteaz & the little people who die for them

We all love our heroes. Most of the time, we never get to live and act beside them.
We watch them from a distance and never interact.
In this 1850 army list, I intend to give 60 Imperial Guardsmen, everyday men like you (not I, lol) the opportunity to live and die beside their heroes.
The "Heroes" in question are of course, Grand Master Draigo and Inquisitor Coteaz.

So this is what I am thinking is a very strong, adaptable force. The purpose of this army is to push my Necron and Space Wolf armies to the limit and see what each can do. The 2013 UK GT Heats are approaching and whilst I am in good form having won my first 6th ed tournament, that doesn't really mean anything going into this.

What am I thinking then? Well, this is one of my first forays into Allied territory. I have already used a Deathwing/IG Allies army to push against Kabalite's Dark Eldar, which I think is tough as nails, but I think it's possible this is a tougher combo.

The gaps in 5th ed Draigo wing were home objective scoring and with the increased emphasis on objectives in 6th, this problem is exacerbated.
Many sites and myself included, view Allies as only necessary to plug gaps or to raise the game of an army in a certain aspect. Most often this is a weakness that could be exploited.

Imperial Guard allied into Draigowing allows Draigo and the boys to push forward without worrying about what's behind them. They can leave 60 men behind Defence Lines, manning the Quad Gun, in the daunting shadow of the venerable (not in game terms) Dreadnoughts of the Grey Knights.

The Allied block is:
Company Command Squad - Autocannon (vets man the Quad Gun)
Platoon Command - Autocannon
Infantry Platoon - Autocannon, Flamer
Infantry Platoon - Autocannon, Flamer
Infantry Platoon - Autocannon, Flamer
Infantry Platoon - Autocannon, Flamer
Infantry Platoon - Autocannon

Fortification: Aegis Defence Line - Quad Gun

Then we have the Grey Knight/Draigo core:

Draigo
Coteaz
10 Paladins, 4 Cannons, halberds and hammers.
Solodin - hammer
2 x Psyfleman Dreads

How do I see this 1850 force working then? Sixth brings a few nice tricks with it..

Sunday, 15 April 2012

Emperor's Finest - Change of Plans

No drastic change of plans, just a unfortunate scenario has occurred.

No WIP post today, I've been a bit slack this week, I have made some more units but I really want to get some painting done as well rather than just keep posting construction stages 24/7, I wouldn't mind so much if I was on the level of Atreides (look out for his post this week btw), but my strength's certainly come in the painting stages.

However, there has been a pretty huge change to my plans.

I am no longer attending Tolworth - which means I don't have to have the army ready in four more weeks. I unfortunately had a scheduling conflict which means I have to pull out of the event.

I am however, the proud owner of a place at Blog Wars Three on 2nd June up at Maelstrom.

Monday, 9 April 2012

Protecting the Emp - Adpetus Custodes WIP (DCA Edition)

So, as promised, this is the start of a fairly regular update to my work in progress (WIP) with my count as Adeptus Custodes army.

There were some comments in the first WIP post which some people seemed to take to another level. I personally found them hilarious, but at the same time quite helpful. I find fluff inspiring, but I am not a slave to it either, which is probably frustrating for other's, but lets me basically steal someone else's idea and allow me to flex some element of creative muscles. I rarely, actually this is probably the first time, use "cannon" chapters or scheme's, so its not surprising to me that I'll go off beat or not follow it through as hardcore as others.

Though the comments about the list were very funny, I did have to mention to Atreides "when did tournament winning list become bad?".

Anyway, back to the WIP post. I am alway's going to expose my weakness in the hobby at this stage, which is something  I am looking to work on. I'll come back again and again to this theme "the building is not the bit I am good at". But you have to get to the painting stage somehow right?

Sunday, 8 April 2012

GK WIP: Challenge Accepted!

It's funny how history repeats itself.

Atreides: "Tolworth Mayhem, six weeks, think you can make an army in time?" 

Flashback just a shade over a year ago;

Atreides "Brighton Warlords, six weeks, reckon you'll have that army done in time?"

Well, in the words of the immortal Barney Stinson - 

CHALLENGE ACCEPTED!

Sunday, 1 April 2012

Beatin' A Dead Horse - GK's

So we all know about this supposedly good book called the Grey Knight Codex. As such,  there is not too much to be said on the armies or units at this stage of the game, so my column on the GK's will be more reserved to results, observations and the hobby side of things. Today I will actually cover a little bit from all three!

Today I will be starting off with my current GK list, as much to give an idea of what I'll be work with and on in the coming weeks. Then I will move on to initial thoughts about the mirror match, and ending with the first pictures of the WIP of the GK's.
 

Tuesday, 27 March 2012

Help Needed - Arming Grey Knight Terminators



I just spent over £100 on 10 models.  Now to many of you that might not seem like much, but as things stand that is over half of my monthly free spending money.  I have been saving it for months now and it feels pretty good to finally have all the expensive components required to finish the Desert Lions army that I began well over a year ago.  So what are these super expensive models? Titans, whats what.  Ok so they are epic scale titans but titans nonetheless.  The reason for this ludicrous splurge of money is that I have been struggling for a long time with trying to work out how to build the Legio Cybernetica robots I need to represent my Grey Knight terminators.  Plasticard just didn't cut it at that scale, and apart from looking clunky, replicating the same complex design 10 times just doesn't appeal to me right now.  Therefore I started looking for existing models that could be used or altered.  After many weeks of fruitless searching I realised I was an idiot, because the Forge World epic scale Warhound Titan is almost identical in size to a terminator, and looks fantastic to boot.  All they require is a head swap to something more 40k scaled and 'robotty', and arm swaps to represent the storm bolters/psycannons/nemesis weapons they should be armed with. 

However, herein lies my problem.  What is the best way to arm a unit of 10 Grey Knight Terminators? I want to make these guys look fantastic.  They are the centerpiece to the whole force, the unit that really ties the theme together and makes people go wow.  Therefore I want to build each robot individually, and not be messing around with magnets and weapon swaps at a later date.  In short, I have one chance to get this right.  In the list I am building the termies can be used in a few ways.  Firstly, they can deep strike in, either as a block of 10 or as 2 blocks of 5, giving me a 'safe' way of getting up close and personal, or of threatening hard to reach objectives.  Secondly they can plod up the centre of the table laying down fire and absorbing a disproportionate amount of enemy attention before beating face in combat (hopefully). 

My Initial idea was this setup.

1 Justicar with storm bolter and master crafted hammer
1 brother with psycannon and sword
1 brother with psycannon and halberd
1 brother with storm bolter and hammer
3 brothers with storm bolter and sword
3 brothers with storm bolter and halberd

How does this sound?  Based on any experiences you have had are the weapon choices ok? Is it worth paying for any further upgrades? Psybolts? a few Falcions?  


Moreover, how should I be using this unit? 


Tuesday, 20 March 2012

History Lesson - Just play Grey Knights ...

Atreides is probably rolling his eye's right now.

(To skip to the Grey Knight section, just CTRL+F "APPLYING THIS TO GK's" and this will skip you to the list section)

Its funny that when I came back to this hobby (after a 6 month break), I did it with the intent to change my approach to the game. To be more serious about play testing, make better evaluations of my list choices and approach tournament play with more gaming professionalism.Yet I am pretty much on the verge of making the same mistake I made near enough this time last year.

Sunday, 18 March 2012

New "Gauntlet List" and an apology


Tanks and Guns..what more could you want!  
 Hey guys, firstly can I apologise that it has been a slow week on the blog.. from my point of view, I have a crazy week with work - it's really kicking my ass..we have an external departmental inspection from Ofsted (the UK schools inspection body) and they are a rigourous bunch!


So I've had very little 40k time.

However, this is not to say that I have no thoughts..we've been smashing lists through a variety of playtesting gauntlets and next up we have a GK list to play against.

This is not a list any of us are thinking of taking, but it is one that we think is a tough bastard.

This list is based around getting as much GK firepower into an 1850 list as possible. I've read on YTTH Stelek putting forward this marine/razor/psycannon spam army at 2k, but the 1850 version doesn't have access to quite as many psycannons, for obvious reasons.. and I've only ever seen a list like it ONCE at a tournament, that was at the 2K NOVA style - Jolly Toys Outing.. but that army had a lot more Rhinos than Razors

Ordo Malleus Inquisitor - Termie Armour, Psycannon, Hammer 80
3 x 5 Purifiers - 2 Psycannons, 2 Halberds, Razorback - Psybolts
5 x 5 Strike Squads - Psycannon, Razorback - Psybolts (4 of the 5 squads have a Hammer)
2 x 5 Purgation Squads - 2 Psycannons, 2 Incinerators, Razorback - Psybolts
All vehicles have searchlights.

Now, it has 21 KPs..but when was the last time you really worried about that? Only when you play KP Denial lists..that have their own MASSIVE set of issues..so screw it.. But in all fairness, most mechanised armies are in the high-teens anyway, mech guard and wolves are often very close to this.. plus, I think we all know that it is largely irrelevant if the other army is just dead..

Savage in the midfield, which it is in turn 1...at full capacity fire from turn 2. Unless of course, the opponent goes first and you've foolishly not generated enough of your cover that your Av11 gets truly punished.. but then thats what the damage table and fortitude is for, no? lol.

Relies on rending psycannons for heavy tanks, but who cares.. kill the transports and the people and then worry about that... tank shock and block deathstars, shoot hordes to death one at a time or engage one horde unit with both Purgation squads (after tank shocking into their ranks) and use the Purifiers against another... 2/3 Cleansing Flames vs 30 Orks or Termagants or Blob IG? Yeah, that'll do it..

I think it is pretty nasty...let me know guys, is this a list that we should all know how to take apart and deal with? I can't do my usual playtesting on Monday (due to said inspection) but I'll be trying this out on Wednesday to see how lethal it is and see how my Necrons do against it, although I must admit, I am really enjoying both Sisters of Bat...er Band of Brothers and the Paladin army...

Saturday, 3 March 2012

Playing the army, learning to beat the army: Paladins

How many of you guys do this?

I enjoy playing a wide variety of armies as I suffer badly from Army ADD! I love a new project and my mind wanders after a few games.

One thing I do is play armies that I have not played but know are likely contenders/match ups at tournaments. This helps with my low attention span and experience versus a variety of forces.

My current 'thing' is Draigowing. I played with it last summer whilst we were testing all the GK builds locally and found it fun but limited. Having seen it crop up more and more at tournaments I felt it was time to get the dudes out and play with it some more.

I had enough GKT's to do the army, but was missing dedicated Dreads.. doesn't matter when you are doing this though, it's all about just learning an army, it's strengths and it's weaknesses. Oh, and having fun!

I've played with them half a dozen times now and they are looking very strong, but there are a few fundamental weaknesses that I have found so far, namely 1) Damage Output and 2) Mobility

Let's look in detail...

Saturday, 25 February 2012

Paladins at 1850?

Now I know that for truly competitive armies, Draigowing is not really up there. There are far too many counters to it and balanced armies can deal with it fairly straightfowardly over the course of a game.

However, it can be a tough game, the super elite GK's can dish out some serious hurt and mainly..it is just good fun to smash people with just 18-19 models..

Final point, I roll dice like a frickin' hero! I can make 2+ saves all day long!

See, I've been thinking about running some GK for a while, I haven't run them since summer when I was playing around with Coteaz builds and found it to be too boring..

SO here is my Draigo Wing.. I have 2 versions.. I am not sure which is better? I'll play both for a while for fun and see how they go. Necrons will still be my competitive army for the first half of the year at least.

Thursday, 2 February 2012

2K Practice - How is it going? DE at 2K...a hard game to play?

Well, there are a lot of dice to roll at 2K!
Monday night we have a little hobby evening at mine, Kabalite and Bringer are at mine and we play short games to get deployment and opening moves right through to mid game.
A lot of the time, these components are critical to getting the game off to the right start..plus with just three of us, it means we all get a game in!
The third wheel to our "dice date" paints, models, listens to a podcast (we listen to 40KUK after meeting the guys at Blog Wars - which the 3rd date has been announced for btw) or just watches and coaches/provides insight or alternatives to both sides.

Sunday, 18 December 2011

Caledonian Uprising Codex Option 1: GK

Following yesterday's post on the mission pack from the first big tournament of the year, Caledonian Uprising I have been busy tweaking armies to fit the criteria for all 6 missions.

With all the Primary and Secondary pairings there are certainly patterns emerging..plenty of troops, mobility and resilience are all required..however, this is pretty standard stuff for competitive armies.. one element that is useful in providing information for list building is the Annihilation pairings.. the secondary on the first Annihilation Primary is Seize Ground and the second Annihilation mission has Take and Hold with 3 objectives down the short midline of the table..

What this means is that I can built an army pretty much with impunity as even if I am losing Primary I can still grab more points than the opponent though Secondary and VP Gap..

What I have found when building high KP count armies is that they generally function very, very well..however, they can lose on KP's or draw when you are stomping the opponent.. high VP gaps tend not to matter, however, in this tournament the biggest VP gap is worth 8 tournament points too..the same as the Primary. So in the 2/6 missions where a high KP army may be majorly disadvantaged, if it not going well on KP's due to a bad match up, this can be mitigated through smashing the Secondary (objectives) and VP Gap though overall army efficiency..

So, with that in mind at 1850 I can knock out alot of options for GK:

Wednesday, 26 October 2011

Psybolt Asscannons: Worth 100 points?

When you read the title the answer is, of course, no.

However, it could be yes right? I'm tweaking my GK list options (see yesterdays post) for an upcoming, 1750, standard mission tournament in just over 2 weeks.

I know right, golden rule of tournies, pick a list well in advance and get plenty of practice if you want to win...well, I've had plenty of practice..just in the game overall rather than with the list.. ah well.

Anyway. Thinking about S7 Rending on my Razors rather than S6 w. range superiority.

On a side note, I wonder what fast BA Razor/Pred spam would be like with S7 Ass Cannons over S6...effective is what!

Would look a little like this..

Tuesday, 25 October 2011

Grey Knight Tournament Options 1750

Following on from yesterdays post regarding Imperial Guard armies I could take to my next tournament - Brighton Warlords on the 12/13th November, today I present my GK choices..

These are simple. My last couple of dozen games were with a Coteaz "Core" army, I've been playing the book since it hit and by having a good understanding of mechanised forces I can play these guys with minimal (read: two weeks) refresher games..

There are some simple variations on the 'Core' concept.. Again, I have 3 lists for you to contemplate..
1) My core
2) Alex's Core
3) Fun Core

Tuesday, 16 August 2011

Lots of Lists! Dear lord what to play!

Howdy! So its been a little while since I've chimed in on the gaming side of things on this site, outside of a couple of lists. In honesty, its been because I've been a bit stuck recently for ammo, purely because I've just been playtesting/learning some Grey Knight lists. Not to mention when I had full intentions of getting a couple of posts up while Venerable was away, I got struck down with the worst case of food poisoning. But anyway, apologies for not getting anything up over the weekend!

Right now, I am sort of stuck as what to play. Its not quite burn out, I still am eager to go down and play, but I can't quite get set with what I want to use. Grey Knights have been taking up most of my gaming time, but in honesty I can't quite get settled with them. Its leaving me in quite a bad position of indecision. We have Brighton coming up in early November, which means if I want a new army I do need to get started on the painting side soon. I'll certainly have another event after Brighton, and maybe look for 1 or 2 more before then (looking like maybe Tolworth Mayhem in October if I can get a place).

So the long and the short of it, I desperately need to settle, and quick!