Showing posts with label op-ed. Show all posts
Showing posts with label op-ed. Show all posts

Thursday, September 30, 2010

An Interesting Point on the Nature of Competition


Honestly, I tend not to post about other people's posts. It's a principle about avoiding interweb drama. I had enough drama in high school, and I get more than enough in the way of office politics.

That being said, Black Legion Matt has an interesting point about the nature of competition. His statement is something about list variation does not mix with a level playing field. Now, I agree with this to an extent, but I also think list variation is a part of what makes 40k interesting.

Agreement
Honestly, there is something to this. Games like chess and checkers involve a predictable field of battle, and give each player identical armies (and in the case of checkers, uniform playing pieces).

The only real difference between the respective forces is that one side goes first, and one goes second. Not being a chess/checkers expert, I have to assume that there are tradeoffs between going first and second, and if not, there's at least the 50/50 shot (...I suppose that depends on the playing format? I'm making assumptions here) at getting it. I suppose you could try to go at the same time, but I don't think the games are set up that way, and the difference between first/second is just something that's built into the game.

The bottom line? Since first/second is generally random and the armies are identical, it's purely a case of player versus player.

The Disagreement
Frankly, if you wanted to play with uniform armies, you'd either play chess/checkers, or you'd have some kind of agreement with your opponent prior to a game that allowed for variety in army builds. Given the cost of the game and the allowance for variation in builds, I've got to kind of say if you're playing the game, part of you is tacitly in agreement with variation in army build.

So, I'm assuming you're cool with variation in army build. Where do you go from there?

Balancing Armies
Now, this is much, much easier said than done. Ideally, though, this is the solution to varied armies. Now, all the armies abide by the same Force Org charts (3 each Elite/Fast Attack/Heavy Support, 2 each HQ, 6 ea Troops; required 1 HQ/2 troops). They also abide by the same points level.

The stuff in the game (troops, vehicles, monstrous creatures) dictates the type of destructive tools you'll need. Now, honestly, here's where I think a lot of the variation gets screwy. The easy example is the mighty melta weapon. Some armies have access to it (Tau, the Marine armies, Imperial Guard, Eldar, Witch Hunters, Daemon Hunters) and some do not (Tyranids, Necrons, Orks, Dark Eldar).

Consider the effectiveness of melta weapons against vehicles (which are good because of Vehicle Damage Rules that say a 35pt Rhino can take the same number of AP1 hits as a 250+ point Land Raider) and the prevalence of vehicles in lists that can take a lot of them (Imperial Guard and Razorback-spam being a couple of the prototypical examples) or Tyranids, who can roll with a heap of T6 multi-wound monsters. It's easy to see that the people that can bring and effectively employ such weapons are in good shape.

The codices
So, having access to the right capabilities is crucial. Now, here's where we get to the meat of the problem. How does your army handle various types of threats? Vehicles are just the easy example, since they're prevalent. If you want another sample, look for psychic powers and/or psychic defense, and the effectiveness thereof.

The simplest example here is the Ork army. What do they have for anti-tank at range? Lootas. (Ok, they can take missiles as well, but considering you get only a few per squad, want to take large squads over multiple squads most of the time, and have a mighty BS2...yeah). Problem? AV13 and 14 at range are issues. So, how do you kill heavier armor? Assault it with...power klaws. Either by having your armored kanz walk up and punch, or committing a squad full of boyz and hoping the one Klaw can do the deed. Neither of these are attractive.

The other answer involves Deffrollas, which is committing a vehicle to a 12" move and hoping it can do some S10 hits to a heavy vehicle. Full stop, end of story, those are your options. And your psychic powers? A random power of questionable utility, and no meaningful way to stop others from casting powers.

I don't want to use Orks as the buttmonkey here, but they're just a simple example. They're lacking a couple of capabilities that make it hard to build a balanced ork list. I'm not saying it's impossible, but when someone like Space Marines can drop 200 points on a troop unit that has a meaningful anti-tank weapon (BS4 multi-melta), a workable anti-troop capability (a flamer, a bolt pistol and 8 rapid-firing bolters) and a transport it can fire the anti-tank weapon out of (Rhino not moving) then, well...yeah.

Symmetrical armies?
No, we covered that; it's probably not what people are paying $300-500+ on an army to play when a chess set is probably a lot cheaper. The core, then, is to give everyone the capabilities they need. At that point, it is on the players to bring all of the tools. Let's be honest, while some people play more (or less) 'cut throat', everyone plays to derive some enjoyment out of the game, and most people don't enjoy getting monkey-stomped.

Hell, most people don't enjoy giving out a monkey-stomp; you either wanted a challenge or feel bad for the other guy (and either way, it's somewhat counterproductive, since crushing people mercilessly and just gloating about it aren't healthy for the hobby).

So, what's the answer?

SIMPLE! (/sarcasm). Symmetrical capabilities. Everyone needs a reliable way to accomplish their missions: you need both access to competent anti-infantry and anti-armor capabilities, and you need to take them.

I don't care how good a player you are, if you bring as many power-armored bolter guys as you can and I bring a couple land raiders and some tanks, you're probably screwed. Now, the Space Marine codex is a solid book with plenty of ways to get the capabilities you need; you as the player need to bring them.

The Problem
So, we've solved the game's problem: you just have to bring the right tools for the job. Now, the issue: not everyone has access to the tools. Necrons are the easy example here: no transports, one option for troops that's basically a slower tactical squad sans weapon options, and one gun with a strength better than 6. The rules for 4th edition made them fine, the rules for 5th? Not so much.

So, what's the Necron player's situation?

Honestly, pretty crappy. You either try to find a build that works while you lack some crucial tools (I'm not saying necrons need psychic powers, but a psychic counter would be nice...) and hope that your player skill is enough to make up for it, or...you get a new army.

Considering the cost involved in starting up a new army (even using e-bay or other discount methods, that's a few hundred bucks) I think that's a pretty crappy answer. The other option involves getting an update to the rules, but GW's release schedule for codices is...sometimes slow (I'm looking at any Dark Eldar fans that have kept their armies for the past however many years...).

Even my pet Tyranids were in the same situation not too long ago, and honestly? I had a 'nid army, sold it off, and then got back into it when the new book came out. Did I lose my love for the 'nid fluff and spontaneously recover it when the book came out? Or, did I get tired of trying to kill vehicles by running melee-fexes at them or hoping to glance them to death with S6 AP-, or when my best long-range gun was S8, single-shot, BS3? (Pro tip: it was the latter, and dying a little inside when the rules said I had an uphill fight).

The Answer
And this is the part where I propose a comprehensive solution, right? Well, honestly...the best I can think of is that GW should consider updating the rules a little more often. 4th to 5th edition was a major sea change, and the armies that had access to the right tools could be more competitive.

If you give someone a few tools to tide them over and have some semblance of competitiveness, you're going to keep that player happy, and they're more likely to keep them in the game. The alternative is to have people impose artificial, arbitrary limitations on the game, which isn't necessarily going to make the balance any better, only different.

TL, DR?
Update the freaking books more than once every few years when you radically change the rules, or it ticks people off, and keep people angry long enough and they probably stop dumping hundreds of dollars into your game...

Monday, August 9, 2010

Tyranids: Base Size


This is a follow-up to my commentary about GW being responsive. One thing I've seen some debate on is the base size for the as-yet-unreleased sculpts for the Tyranid codex.

Tervigon, Tyrannofex, I'm looking at you, mostly. However, I can see some room for debate when it comes to the Harpy as well, and maybe even the Parasite of Mortrex.

Page 3 says that if your model comes with a plastic base, you should use that. If you're using a larger scenic base, then you should 'make sure it is ok with your opponent.' This tells us nothing about units that are without a model. I believe that putting stuff on a smaller base than intended is usually frowned upon (especially if it's a 40mm vs. 60mm deal, IE Bloodcrushers), and putting stuff on a larger-than-intended base is usually considered ok-ish if it's for modeling purposes and/or doesn't confer you a huge advantage.

The source of this post actually comes from a time when I was playing my Tyranids and someone actually walked up to me out of the blue and told me I was some win-at-all-cost cheating jerkass for putting my Tyrannofexes on a small base. His evidence was that "He had seen a rumor on a forum of a forthcoming tyrannofex kit, and it was on the new large oblong base," and that since I wasn't privy to the internet rumor (as I don't hit forums very often; staring at a screen for 8 hours a day at work doesn't make me keen to do another 3-4 hours of that at home...) I was obviously a terrible person for scratch-building a model that he did not approve of, which brings me to:

Raptor's Pro Tip On Courtesy
If you think someone is disobeying the rules, endeavor to make your point logically and point to the rules. An internet rumor is an internet rumor, no more and no less.

Back to your regularly-scheduled blogging...

His logic was that by putting the MC on a smaller base, I was actually looking for an advantage because he 'couldn't fit as much in melee with it.' Well, let's go back to the part where there's no official kit. Could GW have bothered to put out a base size indicator? Honestly, if they'd done this when they released the codex, we'd all be fine. Instead, since the new book significantly de-values the Carnifex, there are plenty of folks using Carnifex kits to construct the new MCs, and people using both of the high-end bases.

The Nuts and Bolts
What it boils down to is a contrast between the 60mm round and the big oval base (henceforth referred to as BoB for comedic and space reasons).


So, let's look at the game effect a 60mm and a BoB would have on the two new MCs most likely to come on the BoB.

1) Tervigon
Frankly, I think the BoB favors the Tervigon. You want your Termagants within 6" to benefit from the glands and Counterattack the critter-spitter came with. You want other stuff within 12" or so to benefit from your psychic powers.


Honestly, I think if I've got a choice between base size, the BoB is a clear winner for the Tervigon, simply because it offers a great increase in ability coverage. Take two of those, put them long-ways-forward, and see how much of your front you cover. The flip side is that you'd have to work your assault screens a little more diligently, but you'd be much more likely to get the benefit as well. You'd also have a much greater area to place your newly-spawned termagants, but the death throes from it would reach further.

If I had to eyeball it and guess, I'd say it maybe doubles the coverage?


2) Tyrannofex
I don't think this one wins so much from the larger base. You have a 48" gun (...unless, for some reason, you decided to take the Assault 20, S4 gun on a BS3 platform or the short-ranged flamer), so technically you get even more coverage. The shorter-ranged weapons DO gain some range off it, and your flamer gets placement options (so you can do things like poke an edge out and kick off a shot between your troops, but that's something you could probably finagle anyway...).


I think it's so-so at best for benefits. You do get more coverage out of your guns, since it measures from the base edge at the model's eye. It's probably not the same kind of benefit as the Tervigon, because honestly, what's another inch or two for the gun in a couple directions?

The Others
Should the Harpy get a 60mm or a BoB? Good question. Given the range of its gun, it's not such a huge deal. The question the Harpy has to answer is how the base size interacts with the spore-mine-on-black-car ability: you want to fly over the enemy to hit him with the mines. A larger base allows you more freedom to just 'graze' a unit, but also makes landing placement more difficult. I'm not sure if it's a benefit or not.


The Parasite of Mortrex? I'd wager most folks are modeling this one up like an upgraded Shrike or Alpha. I am ASSUMING the Alpha goes on a 40mm since it's an upgunned warrior, and by that logic I'd say the Parasite went onto a 40mm as well. I suppose a larger base increases the are of effect for its Synapse and 'don't die, little Rippers' special rule, but I don't see that as being a huge advantage.

Bottom Line
I wish GW had simply released some guidance as to base size. Frankly, since you're releasing the codex and some sweet units that have no models, you've got to expect people will kit-bash them. Is it really that hard to put a little blurb in there about base size?


Then again, I've also seen the 'joy' that comes from having stuff with an ambiguous footprint; there's no hard-and-fast guidance for how much space a Defiler/Soul Grinder should take up. Are they sweet models? Yeah. Can they have as big or small or irregular a footprint as you like? Yeah. I've seen some folks answer this by putting them on a base, though it's best if that base is detachable so that it can move through terrain.


On the BoB in general
This one gets more into the op-ed mode, but does anyone else have lukewarm feelings on this thing for foot units? I mean, I can understand it on Flyers; you want the size and shape for stability, and you're measuring to the Hull for shooting purposes anyway. It all works out.

My issues with it are the potential difficulties involved in basic movement. On a round base, your facing is irrelevant as you will always take up the same amount of space. Vehicles care about facing because it determines the armor, and on vehicles with potentially confusing facings they often have identical armor values (...not sure where you'd draw the 'x' to divide up a Wave Serpent, but at least the front and sides have the same AV, and frankly it deserves to die if you let someone get a rear arc shot on it...). Honestly, I don't think it's THAT big a deal, but it is a bit annoying.

So, spinning in place, yes/no? It DOES change how close you are to the enemy; is that movement? Honestly, I'd rule it as yes, and just try to be careful when I rotate the base as I move. No one's given me any trouble for how I've moved it, but I've also only run Trygons a few times (...then the Reserves Nerf Bat hit, and I was a sad panda).

Conclusion
I wish GW would put out some conclusive guidance on base size. It wouldn't be that difficult for GW to do; it honestly wouldn't. I have a hunch, though, that the first we'll know about an 'official' base size is when GW finally produces a kit. Given that it's taken them a long time to release the Manticore/Deathstrike kit and the Space Wolves are STILL waiting on a Thunderwolf other than the hero (AND it's metal, and thus a pain to mod...) I'm not expecting anything 'til mid-2011 at best.

Look, I can appreciate that it DOES take time to craft and then produce a new sculpt. In an ideal world, I'd try to make sure that the big-ticket items (IE: Thunderwolf Cav) are ready to go with the codex release. In lieu of that, though, I'd like clarification on stuff as closely related to gameplay as base size.

Right now, my Tyrannofexes and Tervigons are on 60mm bases, and if/when I get guidance that they should be on the BoB, I'll put 'em on it.

Tuesday, July 13, 2010

Tyranid FAQ: A Slight Rant


This is a slight rant, but more an expression of some disappointment in the Tyranid FAQ. Honestly, this blog tends not to get a lot of my ranting posted on it, and I think there are folks that tend to do it in a more entertaining fashion. As such, I turn to the internet for pictures of cats with captions to express my feelings.

I want to start by saying that the 'nid FAQ is not all bad.

Honestly, GW deserves serious props for answering contentious questions clearly and concisely.

"Doom hits stuff in vehicles, y/n?" Nope. It's clear, concise, and resolves a contentious issue.

"Is the Mawloc really supposed to be able to deep strike into stuff?" Yes.
"Can I single out a Tyrant with a retinue of Guard?" Nope.

These are clarifications that are handy. It would have been nice to have it in the codex to begin with, and the near half-year of waiting for it is a wee bit annoying. But, it's clear now, and it's stuff we wanted/needed clarified.

There's really one major disappointment, as far as I'm concerned:

Hive Commander Does Not Stack.

Big deal, you say? Well, it honestly doesn't come as a surprise. The IG Advisor that buffs reserves doesn't stack, either. So, why is this getting to me?

Tyranids have a fair assortment of deep-strike-capable units, including:
1) Pretty much every foot-mobile troops choice via mycetic spores (and Raveners...)
2) Spore-podding Zoanthropes
3) Various jump troops (Gargoyles, Shrikes, winged Tyrants)
4) Trygons
5) Mawlocs

Note that marines that rely on reserves have buffs for them; a full drop-pod army can guarantee half of it arrives early (well, unless you're Dark Angels or Black Templar). Blood Angels, whose schtick is falling from the sky screaming with jump packs, get a buff on that reserve roll, too. Sheesh, even Daemons can guarantee half of a deep-striking army arrives (albeit, the rest of their special rules and unit selection works to offset that...).

The Implications
Now, on the bright side, spores and trygons cannot deviate into units (and the Mawloc WANTS to, so yeah). On the down side, the best you can get for a reserves buff is +1 to the roll. So, if you want to see your units arrive anything other than piecemal, you want to bring multiples. Common sense, right? Here's the problem:

The more deep strikers you bring to make sure you get enough of them early, the less you have on the table.

This is called 'handing yourself over piecemal.' Too little on the table, and you might not have much of it left when the backup arrives. It's bloody challenging to try to make heavy deep-striking work. Most deep-striking units are going to be around 200 points. Trygons are 200 base; Mawlocs are around 160-170; pods are 30 points and a Warrior squad is easily 200 points. Hormagaunts are a toss-up because Feed - Synapse = potential hilarity ensuing if the enemy can bait you somewhere. (Or just drop a couple flamers on you, then it's a BBQ...I wonder if they scream like lobsters when broiled?).

So, I want two of my deep-striking units to arrive and threaten the enemy on turn two so I can hit him on turn three. I take three deep-striking units (IE: three Trygons). 600 points of the army, easy. I add in a hive tyrant + guard, 250-300 points (admittedly, it's also a nasty unit in its own right and a melee rock for smashing over someone's skull, AND a quality psychic unit). Then, I hope that the enemy army can't nuke 'em both, and I try to threaten him. I also hope that I can roll well, because most armies CAN handle a single Trygon in a turn. You buy some time, lose a Trygon, and then they show up turn three and you hope that they have time to do enough damage (Because they won't hit assault 'til turn 4, now...).

Second-order implications
Ok, I'm probably mis-using the term, but if deep-striking isn't so reliable, it follows that I want to make sure other items in my army ARE reliable. Let's go to that contest Elites slot, which is usually a Hive Guard vs Zoanthrope debate. Now, Zoanthropes are short-ranged, and there are two ways to try to shore that up: Onslaught (hope you roll well on that run...) and Mycetic Spores, which can deliver you into Warp Lance range.

Well, assuming you get the reserves roll right. So, you've put 2-3 Elites slot into Zoanthropes in pods, and you might have a Venom Cannon on the tyrant(s). Zoeys are already more or less single-use (Ok, you might get more, but do you really want to gamble on that?), and frankly, I'd like my anti-tank on the table fast to keep the enemy from doing damage to me. They're a little less reliable, now.

Bottom Line
What's this mean, overall? Less options for effective builds. That's my major complaint about the Hive Commander 'clarification.' Double hive commander can no longer get me results similar to a drop pod assault. Drop pod marines? Reliable and nasty. Reserving 'nids? Asking to come in piecemal.

Honestly, it feels like unless I'm wearing power armor or flak armor, I should get accustomed to fewer options.

Honestly, it's a hit. Pure and simple. It doesn't make a hell of a lot of sense, from a standpoint of promoting versatile builds. It's not encouraging me to go out and buy 9 Zoanthropes (...ok, the cost was kind of keeping me from that anyway). It makes me a little annoyed I have three Trygons, and it makes me wish there was a freaking official model for the Tyrannofex (since it's pretty much the only heavy support choice I run for a serious build).

Anyone else feel like this? I'm kind of annoyed when I get all psyched up, have a couple builds ready, and then my models get FAQ'ed.

Thursday, January 7, 2010

In Review

In review? This time, it's this blog.

I'm using the new year as an excuse to ask you, the reader, what you come to this blog for, what you'd like to see more of, and what you'd like to see less of. I'm doing this in part because this blog is a hobby of mine and I'd like it to be helpful to readers. (the other part is that I've caught The Crap and it's snowing, so I've got some spare time.)

So, on that note:
Layout of the blog, good, Y/N?
Bat-reps, good, Y/N?
Unit Analysis, good, Y/N?
Larger army-type analysis, good, Y/N?
Anything I'm missing here that you'd like to see, Y/N?

I'll tell you some things I won't really get into, though.

This blog will never be a hot one for painting tips. I might show off my work (such as it is) but honestly, there are better places to go for painting advice.

I will probably not do much on modding stuff, honestly. There are better places for a how-to, but I'll show off anything that looks neat to me that I've pulled off.

Anyway, comments, questions, feedback. Please.

Saturday, January 2, 2010

Foot Armies Space Wolf Brainstorming

Blame this one on the beating the Black Templar took today, along with Stelek's 'Top Ten Units of 2009' post.

On the BT Front
Fact is that there's just not a ton you can do if the enemy wants to make your troops go away and they're all on foot.

This time around, the Guard player wasn't nearly as frightened of the Templars, so he blew the hell out of my troops.

Had I been really, really lucky with the dice, I might have actually won because he wasn't paying quite as much attention to the objectives. I would have had to have a Terminator get a better 'run' roll (...or not have, y'know, botched his bloody morale check...) to get within 3" of one objective, and have the game end on turn 5; that would've made it 2-1 in terms of objectives.

As it was, I had the Grey Knights, a random BT terminator, and about 9-10 guys in power armor alive at the end when I conceded.

Highlights included a Hellhound and a lone marine with a lascannon trading shots for about 3 turns. Additionally, two surviving terminators took two wounds and pulled snakeyes on the armor saves. Yay. I really needed that.

The short version of his list was:
Company Command w/ MEltas in Chimera
Allied battle sisters w/ flamers (borrowing 'toon command's Chimera)
2 melta-vet squads
toon command w/ flamers
30-man 3x autocannon + commissar platoon
2 Hellhounds (Hull meltas)
Vendetta w/ Heavy Bolters
2 Russes w/ Lascannon, Sponsons
1 Demolisher w/ HHF

I managed to do SOME damage, but not NEARLY enough, obviously.

Bottom line with Foot Armies?
Mech up. If you don't have a crap-ton of guns (...IE: Tau, IG potentially) or speed (SW Cav Lists) or have a heap of monstrous creatures and/or speed (IE: up-and-coming Tyranids) then you're just not gonna do that well against a decently-run, decently-built mech-heavy force. (Or Tyranids, probably.) I consider myself a decent player (...I just sound smarter on the internets because I wrote way too many papers in college) but I'm just not seeing a real decent way to make this list work against nastier opponents. I might've been able to win that Chaos match from last time with better target priority, but against a lotta tanks + a lotta guns, it's uphill.

On to Space Wolves
So, another brainstorm. This brought to you in part by the Stelek post mentioned previously, and in part to me realizing that I'd be able to pull this together without a lot of money spent (...just need to get a few Dreads and a few tanks and some bits). Basically, the goal is "I Go First. You Get Hurt." To that end...

HQ
Bjorn the Fell-Handed [270]
-Assault Cannon

Inquistor Lord [82]
-Bolt Pistol, CCW
-Hood
-Emperor's Tarot
Retinue:
3x Heavy Bolter Servitors [87]
2x Mystics

Elites
Dreadnought w/ TL Autocannons [125]

Dreadnought w/ TL Autocannons [125]

Troops
5 Grey Hunters w/ Flamer [80]
Razorback w/ Lascannon, TL Plasma Gun [75]

5 Grey Hunters w/ Flamer [80]
Razorback w/ Lascannon, TL Plasma Gun [75]

5 Grey Hunters w/ Flamer [80]
Razorback w/ Lascannon, TL Plasma Gun [75]

5 Grey Hunters w/ Flamer [80]
Razorback w/ Lascannon, TL Plasma Gun [75]

Fast Attack
4 Thunderwolf Cavalary w/ Thunder Hammer [230]

4 Thunderwolf Cavalary w/ Thunder Hammer [230]

4 Thunderwolf Cavalary w/ Thunder Hammer [230]

Total: 1999/2000

Now, I could theoretically turn the Inquisitor into a Multi-melta bunker in a Rhino; I'd need to find at least 20-30 points to upgrade the bolters to multi-meltas, and then get them a Rhino (50 points from the DH 'dex, 35 from the Wolf 'dex)

Logic behind the choices
Bjorn + Inquisitor means I'll usually have a +1 to my roll for first turn, AND a re-roll. From there, I need to take as large an advantage as I can with that, so it's a mix of guns and/or cavalry.

My best choice for firepower/durable scoring units is (I feel, anyway) 5 Grey Hunters with a flamer in the shooty-back. They can torch smaller squads and potentially beat them down in melee. Also, since I'm running 5-man squads with my Templar, I can just give a guy a flamer and they're suddenly interchangeable (...and I'll have to change out a plasma gunner, but what the hell, right? That's 4-5 guys, or a couple of those small unit boxes).

Bjorn gets an assault cannon because I'm too cheap to give the boggart a lascannon; he's ALREADY 270 freaking points. He can amble up behind the Thunderwolves.

The rifleman dreads are in there for four reasons:
1) They'd be hella fun to convert
2-4) dakka, dakka, and dakka

They can help me work over lighter armor and put a hurt on things at range. Now, in fairness, that's 250 points of shooting. Given the slots, I could get some other stuff for that price; I could probably shave some points and fit in three dakka-preds. However, the Dreadnoughts can move and shoot, and while they don't throw out as many shots as the Predators, the Dreadnoughts can threaten armor with all their shots, and are more accurate with it. Plus, they can scrabble onto rooftops if needs be. I'd probably look into Typhoon speeders if, y'know, I wasn't planning on running Thunderwolves.

As I have thunderwulf cav, I am not quite so worried about killing infantry, so yeah.

Thoughts on that?

Other brainstorm: if I were going to try to run footslogging Terminators, here's what I'd probably really roll with:

Space marine codex
Shrike, Null Zone Librarian, ~10 TH/SS terminators infiltrated.
2-3 Tacticals in Rhinos with multi-melta/flamer.

Fire support to taste.

The draft (that I'll probably never field) looks something like:
Shrike [195]
Libby w/ Termie Armor, Storm Shield Null Zone, Might of the Ancients [140]
9 TH/SS Termies [360]
2 Rifleman Dreads [2*125 = 250]
3 MM/Flamer Rhino-Tacs [3*205 = 615]
1 Las-plas razorback + squad [165]
3 Dakka Preds [3*85 = 255]
Total: 1980/2000

I could drop the Rifleman Dreads for 3 HB/Typhoon landspeeders, which would trade some firepower/durability for mobility and the ability to hide and/or get off some shots.

The basic idea would be to infiltrate the terminators with Shrike, then rush the tacticals forward to melta-bunker and support them. The rest of the army sits back, makes loud noises, and ideally targets transports so the fleet terminators use hammers to introduce forehads to brain pans.

The Librarian either Null Zones enemy CC specialists with invulnerable saves, or activates Might and swings at S6 with 2d6 for armor penetration. Any of the shooting powers would invariably work to keep me out of assault, and with the Might he's at least vaguely comparable to a Gray Knight Terminator.

Shrike hangs out and plays cutty cutty stabby stabby with the rending lightning claws, or splits off to go eat a smaller squad on his own. Depends on what I need done. He also makes sure the Librarian's hood will actually be in range (or close to it) from the get-go.

And that's your wall of text to the face for the day.

Tuesday, December 15, 2009

Eldar: Back In The Box

After some thought, my Eldar are probably going to take a break. They've been fun, but I'm starting to feel their age, and I'd initially gotten them because I could get several builds out of the codex. However, I don't much feel that's the case any more.

Maybe I just need a break from them, but I think I may be setting them down until I see a new codex for them.

Options (and lack thereof) in Builds
Frankly, I feel like the only real way to run Eldar is either fully or partially mechanized. If we're partially mechanized, then it's because we have Rangers, Guardian Jetbikes, or a Seer Council.

Once you get to that, well...it's all into the 'vagaries' of the mech build. Which brings me to the 'glut' of 'quality' options I feel that the Eldar have.

Eldar 'Choices' in the Force Org Chart
HQ
The Autarch? No, not really. While he's got okish saves, and a neat reserves ability, he just doesn't DO a lot on the field. He usually ends up being a high BS meltagun and a power weapon, if I bother to bring him and not something like, oh, a Vyper.

Phoenix Lords? Crap, for 200 points in a pure fighting HQ, I want to be able to eat a squad in a turn. These guys? They can't, and they don't have a real impact on the build. Sure, some of them are cool (IE: Maugan freakin' Ra), but for 190-200 points? They just don't DO much.

That really leaves me with a Farseer, a Farseer on a bike, or Eldrad. If it's a Farseer on a bike, I've committed to either a Seer Council or a Guardian Jetbike Score-Squad.

The Seer Council is a SWEET wrecking ball...unless the other guy brought psychic defenses. Then, well, you have a 600pt squad that is about as durable as space marines in cover. On the other hand, he has about a turn to hurt them before they get in his face and start killing things, so it's a gamble. While I had fun modelling and painting them, playing them gets dicier as people start learning to take psychic defenses, and soon it becomes 1/3 my army in one basket, which means if they fold without doing a lot of damage, I am in trouble. If they don't, I'm in good shape to start cleaning up.

Elites
So, we have two Fire Dragons in Wave Serpents. Really. It's pretty much mandatory if I want to actually KILL armor/monstrous creatures reliably. Sometimes they get a sixth guy, the Exarch w/ heavy flamer. Sometimes they're just five fellas with meltaguns. On the one hand, honestly, they're among the nastiest anti-tank troopers out there. On the other hand? Um. They're one use. I don't care who you're playing; unless you get lucky with placement the enemy WILL nuke them (or their ride, if not both) next turn. They're not suicide troops so much as major target priorities.

Other than that, we have...let's see, Scorps and Banshees, which both have issues launching assaults out of Wave Serpents. Then there's Harlequins, which aren't bad, but have issues with being shot at (...should the enemy get lucky and see you before you assault him, well, you have 5+ saves to keep you safe, and those will surely work...)

Troops
So, we have Dire Avengers, suicidal Storm Guardians, camping Rangers, Wraithguard, and Jetbikes.

Dire Avengers just don't do enough damage. Even with Bladestorm and Doom, you just won't drop a ton of targets if they have cover, and/or go to ground, or are Marines. Usually, the only time mine hit the board is if their Falcon pops.

Storm Guardians are spiffy with flamers, but...gee, T3 and a 5+ save will do what for you? Get you killed because you fell out of the back of a Wave Serpent? Yeah. It will do that for you, but you'll at least KO infantry in cover, which is something the eldar need help with every now and then.

Guardian Jetbikes usually mean a Farseer riding with them, and while not bad, they don't do a lot other than fire shuriken cannons at 24". Every now and then, they might torrent an enemy infantyr unit that gets close. I might also be a little jaded about that one time I had one move into cover, lose enough guys to take a morale check, and run off the board on turn one.

Fast Attack
...I run Vypers every now and then, poitns permitting? They are not bad, but still, I can't help but think of the days of Space Marines, when I dropped 70 points for an MM/HF speeder, or 90 for a HB/Typhoon speeder, and it was good. The Vyper is reasonably versatile as well, but still feels like a pale shadow of the Land Speeder.

Shining Spears, Swooping Hawks, and Warp Spiders don't really draw the attention, though Warp Spiders did at least work for me a bit here and there. Still, the AP- was a huge turnoff for versatility.

Heavy Support
I tried Wraithlords/Wraithguard. Too slow, and there's only so much durability will do for you. If the other guy can sucker punch you, well, it hurts. Additionally, there's only so much that shooting will do for you, and Wraithlords take too long to get into melee.

War Walkers are neat, but S6 only gets you so much. Additionally, they're bloody expensive; $90 a squad before tax.

That pretty much leaves me with Falcons (Scatter Laser + Shuriken Cannon + Holofield) holding Dire Avengers and a Farseer in the back and a Fire Prism w/ Shurikannon. It's a decent firebase, but doesn't make for a ton of variety.

Wrapup
I just feel like there's not a lot I can do with the Eldar. And, the thing is? I got into them thinking that I could do several builds with them, and purchased accordingly. Well, now I've gotten rid of the Wraithguard, the Wraithlords, and have it pared down to what I use.

I'm running 5-6 grav tanks, I'm running ~10 Dire Avengers, I'm running a Farseer, I'm running two Fire Dragon squads in Wave Serpents...and that's kind of the start of Mech Eldar. There just ISN'T that much that I can do with the codex, I feel. And, the thing is, my ranged firepower is only so-so. With a pristine army on turn one, I can crank out:
3 TL Bright Lances
2 TL Pulse Lasers
Prism shot
2 Scatter Lasers, sometimes.

That just isn't a lot of lead. It doesn't always do the trick.

I don't know. Had I gotten into Eldar with the knowledge that I'd be playing Mech Eldar and Mech Eldar alone, I think it might have been a different story. I don't necessarily want to be 'Mr. Bandwagon', but on the other hand, the new codices DO have some draw in terms of the number of builds they put out. I've enjoyed the modeling project that is my BT army. The Tau are fun, but I was never under the illusion that they'd have another real build I was into before a new codex came out.

Maybe if the new 'nids look cool, I will return to the bugs. If not, maybe space pups. Or, I might just hold tight with two armies and save my money.

/Frustration, Annoyance (Hey, it happens to all of us, yes? Yes.)