Monday, October 12, 2020

Necrons in 9th - Build Theme Brainstorming and The New Book - Part 1 - Core, Cults, Canopteks, and Those Other Guys

 

I've seen a little bit of Necrons in 8th and pre-codex in 9th.  I think the biggest challenge is zen, here - you should empty your cup, so to speak.  This is a new book, an army re-work, and a fine time to start 'crons.

I'm going to start with the keywords.

Army Keywords to Organize Around

You've got a couple questions to ask yourself in the new book -

1) What keyword(s) to build around? Core, Destroyer Cult, Canoptek, or a mix?  And don't forget Dynastic Agents, which don't really benefit from any of the previous keywords.

2) What dynasty?

3) Big centerpiece unit (C'tan Shard, Silent King, Lord(s) of war), yes or no?

I think the biggest adjustment is going to be getting used to buffs and how they revolve around the Canoptek, Core, and Destroyer Cult stuff.

Core Units - The Buff Bots

This is probably what a lot of folks have laying around.  You're either CORE, or you buff it.  There are a LOT of Cryptek arcana, so I'm limiting this to core-specific powers.  

As a rule, most of the stuff here tends to be 1-2 wound infantry that relies on volume of fire to do work.  Also, all your Troops choices live here.  The bulk of your characters live here as well.

Overlord, Catacomb Command Barge - Relentless March is good for +1 movement as an aura, and My Will Be Done is your targeted +1 to hit buff.

Lord - You get the overlord's Relentless March aura, and you get The Lord's Will, which is good for re-rolling 1s to hit.

Royal Warden - it's Relentless March yet again, but more importantly this HQ will let one unit fall back and shoot or charge.  This is obviously more situational, but still useful.

Technomancer - It brings back a Core infantry unit a turn, or 1d3 warriors.

I. Core Units

A lot of this shouldn't be a surprise.

Warriors - shouldn't be a surprise, it's a troops unit.  You do all your work via volume of gunfire, and you're either 15-20 man blobs, or 10 guys in a Ghost Ark.

Immortals - Like Warriors, it shouldn't be a surprise.  You get more durability (T5, 3+ vs. T4/4+) but you're 5-10 man squads vs. 10-20.  As with warriors, your work is done via volume of gunfire.

Lychguard - Now we're cooking with gas.  One way or the other you're looking at getting into a fight.  Either you went for durability with sword and shield, or you just want to hurt things with scythes.  Mobility and accuracy are great here.

Deathmarks - I guess core fits.  These guys exist to tag characters with sniper rifles.  You CAN buff these, but they don't have as many shots as other core stuff, and you want unmodified 6s for mortal wounds.

Tomb Blades - it's another volume-of-fire unit, with some decent durability baked in - they have an innate -1 to hit vs. shooting, and can get a 5++.  Your issue might be positioning, but each model is kicking 4-6 shots.

Core unit helpers

Some gear/units/stragems interact with CORE units explicitly without being a CORE unit in and of themselves.

Ghost Ark - it heals warriors.  It takes up space.  It has 10 flayers.  

Night Scythe - it carries 20 CORE models.

Veil of Darkness - it moves a character (that doesn't have to be CORE) and a unit of CORE infantry via deep strike.

Monolith - it can deploy CORE infantry from reserves.

Dimensional Corridor - a CORE INFANTRY unit pops into reserves and out of a Monolith for 1CP.

The Deathless Arise - for 1CP, your technomancer uses Rites of Reanimation again.

Hand of the Phaeron - listed here because an Overlord gets to use My Will Be Done twice.  Gotta pay 2CP prior to the battle, though.

Primsatic Dimensional Breach - pop out of a Night Scythe or Monolith, but you do it without as many restrictions for placement.

Relentless Onslaught - rapid fire guns auto-wound on unmodified 6's to hit.

Disruption Fields - +1S for a fight phase.

Reconstitution Protocols - that Ghost Ark brings 1d6 warriors back instead of 1d3.

II. The Destroyer Cult

The Destroyer Cult units tend to be beefy multi-wound fellows that prefer quality of attacks over massed small arms fire.  Also, they're apparently psychotic and live for murder.  You can definitely build around the Cult for some nasty murder bots, but any Troops are still core.

As a rule, the Destroyer Cult units generally re-roll 1s to hit, and the Destroyer HQs grant them re-roll 1s to wound.  Almost everything here's got an 8" move, so this is your more elite/speedy wing rather than your silver tide of bodies.

Destroyer Cult-specific Supporting HQs

Skorpekh Lord - you get United in Destruction, which is a re-roll aura for wound rolls of 1.  This is basically your one buff for HQs.  Otherwise this thing's 'buff' is its ability to thrash things in melee.

Lokhust Lord - You get the same United in Destruction aura, but but can also bring a resurrection orb.

Technomancer w/ Phylacterine Hive, Canoptek Cloak - you get to bring back a Cult unit once per battle with this Arkana.  It's a 20pt piece of wargear that'll bring back a 35-70pt model.  Worth thinking about, especially as the cloak lets you pace destroyer units and repair 1d3 lost wounds.

Destroyer Cult Units

Hexmark Destroyer - who likes a half-dozen BS2+ pistols that re-roll 1s to hit?  Re-rolling wounds on an S6 attack isn't bad, but this guy likes to fall out of reserves and shoot stuff.  With 18" on the pistol, you can probably benefit from the aura.

Skorpekh Destroyers - choppy tripods.  All they really want outside of an HQ friend is a defensive buff, which they have via a -1 to wound stratagem.

Ophydian Destroyers - take the Skorpekh destroyers - drop a point off the armor save and toughness in exchange for deep strike, and here you go.  

Lokhust Destroyers - we're back to guns here.  Each one packs a three-shot S6 gun with AP-3 and 1d3 damage.  Everyone knows how sick these things are, so consider cover and a Chronomancer or other defensive buffs.

Lokhust Heavy Destroyer - It's the bigger, heftier, meaner cousin of the Lokhust Destroyer.  You get to choose between 3d3 shots at S7, or one S10 shot at 3d3 damage.  

Destroyer-Specific Gear/Stratagems

The Destroyers carry a lot of their buffs with them, as they're a beefy, mobile force.

Extermination Protocols - you only get to re-roll wounds in shooting, but you already have a re-roll of 1s to hit.

Burrowing Nightmares - Ophidian-specific, but it lets them dip off the board and pop up the next turn.  Either you're repositioning for a charge, or grabbing an objective.  Or pulling shenanigans.

Whirling Onslaught - Skorpekh destroyers (or the lord) pay 1CP to make anyone trying to hurt them take a -1 to wound.  Since you're already T5 (or T6 for the lord), this is pretty significant - small arms go to a 6+ to wound, and heavier weaponry goes down to a 4+ to wound.

III. Canopteks

This is your third big chunk of keywords - like Destroyer Cults, you don't have troops.  Most Canoptek stuff has multiple wounds per model.  They tend to be beefy but not super accurate (WS/BS4+ for the most part), but you can work around that.  You also have an army-specific objective that Canoptek units can help with in Ancient Machines.  You also generally have assault weapons when you do have guns.

The Technomancer - Technically all the Crypteks have the Canoptek word, but this choice can bring a Canoptek Control Node, which is good for +1 to hit rolls.  Hitting on 3's is a lot more useful for your guys, trust me.  The Phylacterine Hive gets a nod here, as again it'll bring a 35-70pt unit back if given the opportunity.

Canoptek Units

Canoptek Reanimator - you're bringing this to try to keep stuff alive, and hoping that it draws fire.  I guess it technically has weapons, but they're token at best.

Cryptothralls - They're in this bin because of the keyword.  They get their biggest buffs from being near a Cryptek, and exist to make snipers work for their shots.  They also can do more damage and take a few more hits than most folks think, for a 2-model unit.

Canoptek Spyders - Now we're talking.  If you want to have some fun, you can absolutely bring a 3-Spyder squad with guns and put them near a Technomancer w/ control node.  At that point, they're ~70 points a model, but crank out five S8, AP-3, 2 damage attacks in melee and each have a dozen S5 shots.  If you don't drop one, it can get repaired.  If you drop one, the Hive can bring back a T6, 6W model.  I personally want to take a 3-man squad with a Technomancer and a Chronomancer for the laughs.

Canoptek Scarab Swarms - they're cheap.  They're fast.  They're 4 wounds a stand.  You can take 3-9 in a unit.  They auto-wound on 6s to hit.  If you bring a couple large units, this could get funny - I wouldn't expect them to kill a hall of a lot of stuff unless a full squad hits it - but that's a LOT of wounds to get through.  You can also Self Destruct for mortal wounds at the cost of CP.

Wraiths - This is your speedy tie-up unit that may stick around, and even hurt something.  T5, 3W, 3+/4++ on a 12" move that doesn't care about terrain?  They're throwing out either four S6, AP-2, 2 damage attacks or 8 S5, AP-1 one damage swings.

Canoptek Doomstalkers - Hey, someone else found the Doomsday cannon!  You've got a dozen T6 wounds on a 3+/4++.  You've got reasonable mobility, but moving means firing at a weaker profile.  You can also lend a hand in Overwatch for stuff within 6" - which is to say, your screens.  You're basically committing to a control node for these, since d6 shots at BS4+ is kinda sad.

Canoptek Gear/Stratagems

Enslaved Protectors - One Canoptek unit gets to heroically intervene.  Everyone but the reanimators and Doomstalker care about this, since they're all reasonably choppy.

Fail-Safe Overcharger - +1 attack for Canoptek units nearby.  Or, +1d3 if it's a Monster (IE - the Spyders).  You get to use this more than once.

Phylacterine Hive - as mentioned above, this is just great fun with Spyders, but the Wraiths won't mind either, assuming they're in range.  Really though, I think you bring this with the Spyders.

IV. The Other Guys - Dynastic Agents, Triarchs, Vehicles, etc.

There are some other units out there that don't fit into the three previous ones, because they just don't have the keywords.  Other than your various special characters, this includes the following -

Flayed Ones - these guys have no extra keywords.  They do have a fight-twice stratagem, though.  They are kind of self-contained, when it comes to stratagems.

Triarch Stalker - Here's our first triarch entry.  These are actually army support - as long as it shoots at something, you get to re-roll ones.

C'tan Shards - they have a handful of stratagems out there that buff them.  They...don't really need it.

Triarch Praetorians - They're beefy jump-infantry that like to stab things.  They are neither Core nor Dynasty, so that does lock them out of some buffs.  However, the Silent King has a special spot for them and is more than happy to let them re-roll hits and wounds.

All Vehicles Other Than The Ghost Ark (Annihilation Barge / Doomsday Ark / Doom Scythe / Obelisk / Tesseract Vault)  - These tend not to have any interaction with CORE units.  There are other stratagems that interact with them, and other gear - but that's not in the scope of this particular post.

Conclusion of Part 1 

This post is already a bit beefy.  I think step one of getting to used to the codex is sorting stuff into bins.  Outside of a crazy theme list, odds are you're going to include some core choices, and buffs for those.  The Destroyer cult units are reasonably self-contained and don't need a lot of buffs.  The Canopteks either take up space really well, or you bring a Control Node Technomancer and wreck stuff.

There's a lot in this new book to unpack.

Sunday, September 20, 2020

Speculation, and Impacts of Wargear Changes


 So the other week, we got a look at a number of wargear changes.  These will change when Marines come out, and apparently it'll go to everyone that can carry them.

The precise impacts will vary depending on who actually has access to them, but I think I can smell some trends already.

The Short Version

I think we'll see Marines and Custodes feel the Storm Shield change in a big way, and it's probably not a bad thing.  The heavy bolter change is probably a reaction to multi-wound marines coming for CSM and non-Primaris marines, but I expect we'll see similar stuff play out for other armies WRT similar weapons.  The power sword change is a noteworthy tweak as well.  Past that, multi-meltas are probably playable now (if not really neat in certain configurations), and flamers are probably usable again.

Trends

I see some adjustments overall to durability - weapons have picked up some lethality, and Storm Shields are taking a hit to their invulnerable save.  Considering that the name of 9th is "put durable bodies on objectives" this is probably a decent step for the game.

Storm Shield Changes

You saw this with Indomitus - the invulnerable save goes to 4++, and the armor save gets a +1.  The impact here depends on who's holding it.  Dudes that just had power armor like this - they still get an invulnerable save, and that 3+ goes to a 2+.  The big change is for Terminators, Marine characters, and especially Custodes.  They all get more resistance to small arms fire (especially terminators and Custodes) but marine characters (well, captains) and Custodes already had a 4++.  The Indomitus-pattern lieutenant is more valuable now because he's got the shield (vs. no invlun), but Custodes now have to really think about whether they want to give up spear for the shield and sword.

I'd say this is the more far-ranging change.  TH/SS terminators are also a chunk less durable - the move from 2+/3++ to 1+/4++ means that small arms are less effective, but plasma, etc. is much more effective.

Weapon Changes

Power Swords, other power weapons

+1S matters more than you'd think.  Everyone with S3 (Eldar, IG, etc.) now wounds marine-equivalents on a 4+, and generally wounds vehicles on a 5+ instead of a 6+ (unless it's a T8 vehicle, but you should have another weapon for that, or be falling back).  S4 folks (marines, mostly) like it because S4 to S5 is beefy vs. T4 (wound on 3+), T5 (now you wound on 4+), and T8 (wound on a 5+).  Power axes and mauls are decent enough already, but now you have to ask if the +1S/AP-3 is better for wounding than +2S/-2AP from the axe.  If you're already S4, the sword's not bad.  The maul?  Eh, maybe just get a powerfist instead and get a damage buff.

Astartes Chainswords

-1AP all the time.  This is probably a change based on new cover rules.  Anyone who's got a volume of attacks already had a sword, and this is probably good for them.

Heavy Bolter

The only change here is it went to two damage.  It's now a heavy infantry killer, and also the threat to vehicles is increased.  

Let me say it now - there area  LOT of heavy bolters out there.  The IG have one on basically everyone vehicle.  Marines generally have one on a vehicle, or have the option for it.  Sisters seem to think they're participation trophies.  Bring enough of them and you'll chew up anything.  Chaos may not have them on everything, but Chaos still has access to them.

Multi-Melta

So these things might not be paperweights any more.  They got two buffs- they want from one to two shots, and if they're in half-range, they go from 1d6 damage to 1d6+2 damage, dropping the lower of 2 dice.  

The priority goes to anything that can close the gap with these.  Any vehicle with a multi-melta (heck, even old Dreadnoughts/Helbrutes) are a bit scarier to other vehicles.  You can also melt heavy infantry (well, slowly) in close.  Big winners here are any vehicles, any infantry that can get close, and anyone with accuracy buffs.  

I shudder to think that a handful of Iron Hand devastators can do falling out of a drop pod. (The short answer is "make a lord of war go away - a decent round of shooting sees them drop on average of four wounding multi-melta hits, so figure on 3 going through - which is 6+3d6 damage, taking the highest.  Average is probably around 15-18 damage.)

Short Version - you might start seeing these again on stuff that can close the gap and/or get accuracy buffs.

Flamers

All of the sudden they're 12" range.  This does two crucial things - first, it lets you deep-strike into flamer range, and second, it lets you fire overwatch.  This matters chiefly on units that bring a bunch of flamers.  Think Chaos Terminators, Crisis Suits, etc. - or just mobs of angry sisters or a Baal tank.

This is another one of those changes that is a bit more far-reaching - there are flamers EVERYWHERE in this game.

HOWEVER - these things matter mostly when it comes to overwatch and deep strike.  If you get to move, you'll get range anyway.

Short Version - Matters mostly when you're deep-striking or overwatching.

Hunter-Killer Missiles

They went up to S10, which matters mostly vs. T5 vehicles.  Matters mostly for those that brought lots of vehicles.  This is a quality of life thing more than anything else, since it's still a single-shot weapon.

Short Version - It's neat, I guess - it's +1 to wound vs. T5 targets.

Tuesday, September 8, 2020

First Impressions - Custodes in 9th Edition


 My time with 9th edition's been a little impacted by COVID and light surgery, but I've gotten my Custodes on the table enough to get an idea about how they feel.

Army Strengths

Durability

Your basic troopers are 2+/4++ guys with T5 and 3 wounds.  Grab terminator armor for more wounds, and if you get a bike, you get T6 on top of that.  You also shrug mortal wounds from psychic powers off on a 6+, which is nice.  Most of your vehicles have either solid toughness, or high speed if not both.

ObSec

If you're a guy or a dreadnought, you hold objectives.  Combine this with the aforementioned durability and you're good.

Accuracy

You're WS/BS 2+.  Our HQs have re-roll 1's to hit auras, and at worst the enemy can inflict a -1 to hit debuff.

Melee Power

Outside of dedicated shooting units (IE - vehicles, Saggitarium custodes) most Custodes hit at a minimum of S6, AP-2 for 1d3 damage and they're swinging three times per model.  If you feel like running a Telemon with a fist, it's S16 at a flat four damage, because sometimes you just have to make chunky salsa out of whatever's on-hand.

Deep Strike Access

You have a few flavors of terminators, and with From Golden Light They Come, you can deep strike other stuff (including Dreadnoughts) - and for a few more CP, your guys can roll 3d6 and drop the lowest on the deep-strike charge with the right host trait.

Liabilities

Army Size

You are a small, small army.  At 2,000pts, a pure Custodes army might bring ~20ish guys.  You have a small footprint.  At least you didn't have to paint a ton of guys, right?

Psychic Defense

So you've got a 6+ shrug vs. mortal wounds?  Great.  You can spend a Warlord Trait (Impregnable Mind) on getting one Deny the Witch trait, and that's kind of it.  You're looking at bringing outside help for this, be it Sisters of Silence or a Culexus.

Volume of Fire

You definitely have quality of fire with all the BS2+.  However, there's a handful of units with actual volume of fire - Jetbikes pack Hurricane Bolters, and War of the Spider lets you bulk up Rapid Fire units (Aquilon Terminators, take note).

This tells you you're an assault army.

Random Melee Damage

Your infantry need a relic to have anything other than 1d3 damage on their melee weapons.  Unless it's a 1-damage melee weapon.  Your Dreadnoughts tend to get around this.  Be aware of it when you're throwing down with multi-wound units - it's occasionally a little annoying, but bad dice can see primaris bobs and terminators soak more than one hit from high-quality weapons.

Point Cost

All your quality comes at a price - when you're building a list, your cheapest models are easily 50ish points a head.  You may be filling in points with Misericordia, since that's about the only gap-filler.

Forge World

This is kind of neither here nor there - but almost half of your roster (and basically all of your vehicles) is from Forge World.  Some folks still have weird prejudices against Forge World.  You can build a decent army without ever touching resin, but your options are a bit slimmer.

On Objectives

Custodes take a couple of turns to get started.  We don't have a lot of guns, and we don't have a lot of bodies.  Pretty much all those bodies have Objective Secured, though - so you are well-suited to brawling over an objective marker.  You also have a 1CP fight-twice stratagem for that.

When it comes to secondary objectives, your choices are going to be dictated by army composition - sometimes yours, sometimes theirs. I lean towards Attrition, Engage on All Fronts, and go from there.

Purge The Enemy

Assassinate is based on how many characters they've got - if you think they'll be near the front and you can tag them in assault, go for it.  Titan Slayers is matchup-dependent - you can get a +1 to wound with Slayer of Nightmares for anything T6 or higher (T7 if bikes are fighting it).  This really shines on terminators with either power gauntlets or castellan axes.  S8 with +1 to wound is ugly.  Slay the Warlord depends on whether or not you want to put the eggs in one basket.

No Mercy, No Respite

Attrition and While We Stand, We Fight are the standouts here.  Custodes are hard to kill - and if you can get into assault, you should be able to get Attrition for 2-3 turns.  WWS,WF is nice if you brought a Telemon and a beefy character or two - T5-6 characters with 7+ wounds and 2+/4+ saves are nasty, and a Telemon's got T8, 2+/4+, and 14 wounds.

First Strike is going to be difficult unless you have a very shooty setup vs. someone that left wimpy units out.  You should probably skip it.

Battlefield Supremacy

Engage on All Fronts is doable with faster units - though you're probably only going to get 3 table quarters rather than all four.  Linebreaker is going to be harder, I think, outside of a deep-strike heavy build, and even then it's potentially restrictive.  Domination is another challenge for a smaller army.

Shadow Operations

You don't have a lot of units.  Repair Teleport Homer might be worth it if you're planning on deep striking a support HQ and a squad into the enemy's lines on turn two - IF you think you'll kill enough in the drop, and you can let the HQ sit around.  The problem is that actions are really for larger armies.

Warpcraft

Hey, you don't have psykers in your codex.  Abhor the Witch is pretty much it, and is matchup-dependent.

A note on Force Org Charts when Building

If you're going Custodes-pure, give a look at a Patrol.  Unless you're going to take three of a given slot, a patrol is realistically what you're after.  You were probably going to leave a minimal troops slot on a home objective anyway.

Note also that Custodes have some awesome defensive stratagems - we can flat-out deny ALL re-rolls vs. a single unit, for example - so bringing large units lets us focus buffs.

Units of Note

The HQ Slot

Expect to burn 100 or ~200 points here.  You can burn a relic to get a 3++ save if you don't feel like taking a storm shield (or if you take a terminator or biker).  Trajann's worth a look because he brings a re-roll 1s to wound on top of the normal re-roll 1s to hit buff, but he's locked into a so-so warlord trait.

Pay attention to the Captain Commander stratagem out of War of the Spider - it's a nasty buff, and helps let you farm CP.  Or pick from any of the other sick buffs.

The Vertus Praetors

Say hello to something you can build an army around.  These guys are almost 100pts a pop, but you get speed (~14" move and FLY), durability (four T6 wounds), volume of fire (a hurricane bolter) and nasty melee (S6 spears with re-rolling wounds on the charge).  It's not hard to see why folks build around these.

Aquilon Terminators

This is the forge world terminator.  If you want to clear out infantry and then punch...well, anything that isn't flying...to death, these are the guys.

You land, you point your S5, AP-1 Rapid Fire 2 storm bolters at something within 12", and use Superior Fire Patterns to double your volume of fire.  Eight shots per model is beefy.  Then charge in and swing an S10 powerfist that hits on 2+.  Things die if you can make it into assault.

If the enemy counters, use Auramite and Admantium, which means you ignore AP-1 and AP-2 - so you're either on your 2+ or your 4++.  Given the cost of these guys, you need them to do as much work as possible.

Allarus Terminators

Here's your plastic terminator.  You have fewer options than the Aquilon guys - choose between a Castellan Axe or a Sentinel Spear.  Choose the axe for the strength; you can spend CP for more AP if that comes up, and if you need it you can get the bonus to wound.

Allarus terminators trade some shooting power (and two strength) for two neat stratagems - Inescapable Vengeance and Unleash the Lions.  The former lets then target characters with their guns and grenade launchers.  The latter lets them split into single-model units.

Sniping characters is a neat trick, but difficult - within 12", each Terminator kicks out two S4, AP-1 two damage shots and d3 S4, AP-3 one-damage shots.  Given this is a 2CP stratagem, you really want like a 4-man squad shooting something more durable than a guard captain with an invulnerable save.  Then you probably want to charge somethinge else.

Unleash the Lion is a neat trick more than anything.  There are two things it does - first, it'll make the other side think long and hard about how much firepower they need to hand out, and where, as your terminators are still T5, four-wound models.  Secondly, if you need models to split up and perform actions or claim objectives, it's an option.

Telemon Dreadnought

Don't be fooled by the S16, 4-damage fists - this thing is a wonderful gun platform.  Grab a good position, stand still and unload with both guns and 10 shots from the bolt launcher.

When compared to the Caladius Grav-Tank, the Telemon is more expensive (by about 60 or so points) but much more durable - they both have 14 wounds, but the Telemon is T8 with a 2+/4++/6+++ vs. the Caladius' T7, 3+/5++.  Caladius can out-range it with the right guns, and deducts 2 from enemy charge rolls.  Also, y'know, it has FLY and a base move of 14", so can hide.

The Vexilla

You can take one of three standards on either a regular Guard, or an Allarus Terminator.  One is a 5++ for friendly IMPERIAL units, so you can skip it for Custodes pure builds.  There are two buffs to pick from - +1 attack per model, or -1 to hit vs. enemy shooting.  If you aren't building a 100% mobile force, consider one of these.

Stratagems of Note

The base codex has some decent offensive stratagems, but War of the Spider introduces some choice defensive ones.

From Golden Light They Come

Deep strike 1-2 infantry, bikes or dreads that don't normally get it.  Beefy at 1 or 3CP.

Golden Light of the Moiraides

If you picked the Dread Host as your shield host, pay 1-2CP for 1-3 deep striking units to roll 3d6 on the charge and drop the lowest dice.  Suddenly those charges are a little easier to make.

Vexilla Teleport Homer

If your standard-bearer started on the table this turn, you can pay 3 CP to drop within 6" of him, and end up more than 3" away from enemy models.  Is it a little niche?  Yes.  Are you going to nuke something close to you?  Also yes.

Indomitable Guardians

Are you close to an objective, and would you like to fight twice for 1CP?  We're an assaulty army.

The Emperor's Auspice

Pay 2CP, deny any/all re-rolls for a phase.  Depending on the type of army you're facing, this is a nasty counter.  You're incentivized to bring beefy units, since this is a flat 2CP to protect a unit for a phase.  You will probably pay more CP for this than someone else pays to get those re-rolls, but if it stops something like Gravitic Amplification or Extermination Protocols, it was worth it.

Arcane Genetic Alchemy

Pay 2CP - wound rolls of 1-3 always fail.  You're T5.  Someone's high-powered weapons just got less effective.  Use it when you expect to absorb more than small arms.

Auramite and Admantium

Pay 1CP - your terminator treat AP-1 and AP-2 weapons as AP0 weapons.  I mean, AP-3 or better was going to hit your 4++ anyway.  Honestly, if you have terminators, you should keep CP for this hidden away.

Superior Fire Patterns

If your infantry didn't advance, double your number of shots for pistol and rapid-fire weapons.  Honestly, that's most infantry weapons.  Aquilon Terminators and the Venatari Custodes are noteworthy (Aquilon have storm bolters; Venatari can carry S6, 2-shot 2-damage pistols with good range).

Tanglefoot Grenade

For 1CP, you deduct 1d6 from an enemy unit's move OR charge.  It's a little niche, but you can potentially ham-string a unit twice if you're close to them.

Captain-Commander

Pay a CP, pick one of nine traits for a non-character shield captain.  Strategic Mastermind is worthy of note as it'll let you reclaim one CP per battle round on a 5+ whenever you spend CP.  The other buffs are geared towards mobility or melee upgrades, though there's also a flat +2W one.  I guess if you wanted, you could dump a CP and relic onto a jetbike captain and have a 9W, 2+/3++ guy flying around the table shooting/stabbing everything he can to death.

Victor of the Blood Games

I mention it because it's a little iffy - on the one hand, it's undeniably efficient - it's 2CP, and it can a re-roll a turn, so you'll get more points back.  You're putting it on a character, though, so you're already re-rolling the 1s to hit - so you'll be re-rolling wounds and saves, which aren't bad.  But, it's still 2CP right off the bat.

Stooping Dive

Let's be real, this looks cool, but it's niche.  You pay 3CP to let your biker unit charge at the end of the opponent's phase, and then they fight first.  If the opponent doesn't know this is a thing, it's hilarious.  If they fail a charge, well, then you gotta ask if you want to burn the CP to get in there.  Or, y'know, you can move up, dump hurricane bolters on them, save 3CP, and then charge.  It's an option, but expensive CP-wise.

On Shield Hosts

War of the Spider introduces shield hosts.  These are analogous to legion traits, but in practice give you a warlord trait, a relic, and a bespoke stratagem.

The Dread Host

This is your choice for deep striking.  Golden Light of the Moiraides (as mentioned above) is a nice buff for arriving from deep strike, since you almost always want to charge from it.  As a bonus, these guys have a relic Castellan Axe that has a flat 3 damage in melee.  The Warlord trait is an aura that says any 6s to hit within 6" grant additional hits, which isn't bad - but isn't super, since you aren't exactly a high-volume army.

Solar Watch

If you aren't deep-striking, this is a decent choice.  The warlord trait is Sally Forth - if you start the movement phase within 1" of the warlord, you get an extra inch of movement, and can advance and rapid-fire with -1 to hit.  You also get a neat little stratagem that's 0CP - if you kill a character, the next stratagem the opponent uses costs an extra CP, but you can use it once per round.

Overall

I've enjoyed Custodes thus far.  They are rock-hard.  The two biggest adjustments have been army size - you never quite get over feeling outnumbered, and the fact that turn one is almost never that graphic.  That being said, I don't feel the biggest need to have turn one - I can't break the enemy's back on turn one with overwhelming firepower, and if I have anything in reserves for deep strike, I'm not sure I need to over-extend myself.

Plus, painting ~20 models and being done painting an army is pretty awesome.


Saturday, August 22, 2020

Indomitus Set Impressions - Marine Side

 

At this point, I think everyone's at least aware of what's in the Indomitus boxed set.  I've had a chance to muck around with the marines a bit, and here's where I think they'll fit in.  Note this is in advance of a new codex, and we also have plenty of rumors and teasers of re-worked weapons profiles anyways.


Primaris Captain

Hey, look at that - the marines got a captain in their side.  There are a handful of other power-armor captains out there.  You get a heavy bolt pistol, a two-damage S5 power sword, and a relic shield that ends up granting you a 2+/4++ with a 4+ save vs. mortal wounds.

This guy's a niche piece, I feel - you can get more melee punch and speed off the good ol' hammer/shield/jump pack captain.  The powerfist/plasma pistol captain has better strength on weapons.  The vanilla sheet also gets you better ranged guns.  But, if you're going to wade in and thrash, the relic shield makes this guy worth considering.

Impression - consider the captain if you're skipping a 'smash' captain and going try to crush face in melee.

Primaris Lieutenant 

So, full confession - we all love those Primaris Lieutenant memes, but this guy actually has a pretty solid loadout.  This guy has a decent melee weapon (S5 2-damage power sword), an invulnerable save via storm shield, AND a pretty solid pistol.  I mean, come on - it's two shots at S5, two damage, and potential mortal wounds.

If you're going to take a primaris lieutenant (and unless you're going for a jump pack, might as well go Primaries) give this guy a look.

Impression - I honestly think I'm gonna end up using this guy a fair amount.  He's got a decent gun, and unlike all his other lieutenant buddies, he's got an invulnerable save.

Primaris Chaplain

Um, it's a chaplain, fellas.  We already have this.  It's a neat new model, but doesn't bring anything new.

Judiciar

Now, THIS is something new.  Sure, he's got melee punch.  Here's what we care about, though - "You, you there, within 6 inches - you go last."  If you are on foot (Maybe if you're Iron Hands and still trying for the whole mob of intercessors), the enemy basically HAS to hit you with as many elements as they can at the same time.  

Why?  Well, one of them goes last.  Another one swings, and then you can pop your 2CP interrupt stratagem.  If you're in a foot mob, or delivering a large group of guys via transports, then bring this guy.

Impression - it's build-specific, but definitely worth bringing if you think your mob of troopers is going to get charged.

Bladeguard Ancient

This is basically a riff on the existing Ancient, except that it provides Bladeguard-specific buffs.  Frankly, the "act again on a 4+" isn't super-reliable, and the utility depends a) on stuff dying, and b) stuff dying when its retaliation is meaningful.

For example - bladeguard dying and shooting a pistol is kinda 'meh.'  Hellblasters gettng punched to death and swinging a couple times in melee is 'meh.'

Impression - The codex may bring more, but consider this guy only if you're already bringing a couple bladeguard squads.

Bladeguard Veterans

First, first impression - um, what's up with 3W?  You're not Gravis guys.  That aside, at first glance these guys are in a wonky spot.  They're a small unit.  However, they're kind of sick in melee - everyone's packing a storm shield (even if it is the weird new-ish one) and a master-crafted power sword.  If you're bringing these, consider bringing a pair.

Realistically, these aren't for every army - if you try to walk them across the board, expect someone to thank you, and shoot them off the board if they can.  Build around delivering a couple squads into the enemy, though, and maybe you'll enjoy 'em.

Impression - Some chapters will love them, others won't necessarily care - but don't bolt them onto any build and assume they'll do great.

Assault Intercessors

Well, it's about time we got stabby intercessors.  I have to assume that the codex will let Sarge take melee options, especially since regular Intercessors already have them.  These guys will be fine for knocking enemies off existing objectives with fistfuls of dice (outside of anything else, you're cranking out 4 dice a dude on the charge at AP-1) if you can get there.  Note that if a volume of attacks is what you're after, you can always look at the auto bolt rifle on regular intercessors.  You lose the chainsword and fancy pistol, but go up to an assault 3 gun with 24" range.  You also get a stratagem to auto-hit all your shots at 12" range.  You don't always, y'know, WANT to be punching someone to death - and you still aren't a slouch in melee.

And that 'if' means that these may not be for everyone.  It's the same idea as Bladeguard vets - you're specialists.  Build around it, or don't take them.  And ask if you're ready to give up a rifle before going into melee.

Impression - I think a lot of armies will keep to existing intercessors, unless you've got great melee rules (cough cough, white scars, cough cough).  Otherwise, if you want volume of attacks, the assault bolt rifle's an option.

Outriders

I'll admit I'm partial to these guys.  They're fairly beefy in terms of toughness and wounds (T5, four wounds a guy), but note that bikes interact with cover differently than regular infantry.  You want to break LOS if possible on the approach.

And believe me, you want to make that approach.  If you want a chaff-clearer, it's these guys.  If you make the charge with a full unit, you're throwing out a hilarious 19 attacks with S4 AP-1 chainswords that hit on 3+.  It sounds like a lot, but it's reasonable to assume you're operating outside of support.  You'll be doing all this after firing a half-dozen bolt-rifles' worth of shots into the target too.  All told, that's a dozen AP-1 bolter shots onto your target first. 

In spite of the volume of attacks, remember - these guys are probably going to run screaming well out of range of any re-roll auras you have.

Based on the volume of attacks these guys get, I don't think we'll see Sarge getting melee options.  5 Thunder Hammer swings on the charge on turn one seems...unlikely.

These guys will be useful for putting pressure on objectives early, or going for stuff like 'Engage on All Fronts.'  

Admittedly, some armies will get more mileage out of these guys, but I think everyone can get something out of them.

Impression - I'm sold.  I won't run these all the time, but I can see running a couple units of these just to mess with someone else's plans.  

Eradicators

Let's be real - these are the guys everyone focused on when Indomitus dropped.  Honestly, it's understandable - the mere presence of these guys is meta-shifting.  You have to assume that a squad or two of these guys is going to walk off the side of the board and double-tap something important.

A 24" range is just about impossible to screen against, unless you're using terrain or stratagems.  You can probably keep them out of melta range, though.  Also god help you if you managed to leave a character exposed, someone's going to have to get a bucket and a mop.

Obviously their natural prey is enemy armor, monstrous creatures, and really, really beefy infantry.  You'll rarely ever skip out on Total Obliteration.

Why?  Unless you're starting these guys on the board (and hiding them well, just in case you don't go first) these guys may not be in re-roll range.

Expect one good round of shooting out of these guys.  They're reasonably durable at T5 with a 3+ save, so if the enemy can't shoot them to death, they may just assault them.  And Eradicators have....a pistol...for close combat.  So, y'know, try not to get into a fistfight.  And expect the enemy to try to charge them to tie them up if not kill them out-right.

Army-wise, any Marine army would be happy to run a couple units.  Note that anything that makes them more accurate is great - Salamanders come to mind, for reasons mentioned above.

Impression - Most marine players will try these guys a few times.  Not everyone will ultimately keep them.  Others will eventually adapt to them, one way or the other.

Overall Impressions

Eradicators drew all the attention first - and it's not undeserved.  That being said, I'm partial to the Outriders myself.  However, don't sleep on the Lieutenant - it's a solid loadout.  Finally, most of the rest of the box has at least a situational use.

Friday, August 7, 2020

9th Edition - Initial Thoughts

 Ninth's been out on the streets for a hot minute.  Hopefully everyone's had a chance to play with it - pretty sure there've been some tournaments out there already, for those that have been lucky enough to be in a position to attend them.  The world's bit crazy and Nurgle-y these days.


Objectives - and holding them

So, if you've read any of the missions, watched battle reports, or, y'know, played - this matters.  You should be aiming to hold as many objectives as possible.  You do this by slapping durable troops on them at the beginning of the turn, and living for a turn.  You want to grab 10-15 points a turn.

You take objectives from someone else by murdering troops on them, and/or slapping more bodies with Objective Secured on said objective.  Now, killing is well and good, and most armies have ways of killing things.

What's this mean?  If you have durable troops, or durable models that can throw down in close, you're in good shape.  If not?  You're not in a great position right now.  Considering that 2/3 to 3/4 of your points in a game are coming from these, it's kind of important.

Short version - I hope you have durable troops and lots of firepower, if not both.  I also hope you have a decent number of units.  I see this HOPEFULLY changing as more codices come out and/or point values get tweaked.

Command Re-Roll Tweak

Not gonna lie - this is one of the sleeper hits of a change in 9th.  There are a LOT of things that got changed by this.  On the face it, it looks like there are a lot of things you can re-roll - hits, wounds, damage rolls, saves, advances, charges, psychic tests, deny the witch tests, or the number of tests.

There are a lot of things you're not re-rolling, though.  Most codices have a strategem like "Deny the witch on a 4+" (Hey, black templar, Iron Hands, World Eaters...).  In 8th, you realistically had a 75% chance of that working - drop a CP, roll 1d6, and then maybe drop a command point re-roll.  Also, Necrons have a neat little "My character reanimates on a 4+" which can be a 100-150pt swing.

Well, now that's back to a flat dice roll.  Look, these are probably still worth the gamble.  However, they're not nearly as reliable as they used to be.

Short version - THIS is bigger than you think it is and WILL surprise you more than once or twice.

Command Point Regeneration

You'll get one back a turn in matched play, and a number of armies can bring a way to get another one back on a 5+ or so.  If you bring only one detachment, you can have somewhere between 17-22 command points in a game.  22 is gonna be some crazy luck on 5+ rolls though.

What does this mean?  Bringing another detachment for a couple CP isn't that big a deal.  Similarly, spending a CP or two on another relic and/or another warlord trait isn't a bad thing unless you really were going to burn all 12 CP in two turns on breaking the other army's back.

Short version - Don't worry about burning a couple in the build phase.  If you can bring a way to get more back without losing a crazy important relic, think about it.

Game Length - Fixed at Five Turns

In 8th, if you weren't playing for a fixed amount of time in, say, a tournament, you could go for 5-7 turns.  Now you have five turns and then you're done.  You have four turns to score the primary take-and-hold objectives.

Short Version - you know game length now, and how/when you're going to have to score.

Secondary Objectives

You can get a lot of points off primaries - but it won't be enough to win.  So, secondary objectives matter.  Next up - man, there are some options.  Don't panic.

Look at your army list and look at the secondary objectives.  This is going to tell you if you can discard some of them out of hand.  I'd recommend doing this first.  Battlefield Supremacy, Shadow Operations, and Warpcraft all depend on your build.

Battlefield Supremacy cares about deep striking, speed, and/or outflanking from reserves.  If you can do these, consider Linebreaker and/or Engage on All Fronts.  Domination is great too if you have plenty of troops.

Shadow Operations is for people with lots of infantry units.  You're gonna be performing Actions, which take a unit offline for a turn and involve not being assaulted or shot off the objective.  If this isn't you, consider skipping it.

Warpcraft - did you bring psykers?  If not, skip 2/3 of this.  If the enemy brought psykers, consider this for Abhor the Pskyer.

That brings us to Purge the Enemy and No Mercy, No Respite - these depend on the other side's composition.

Purge The Enemy is pretty much about killing specific stuff.  You're either killing characters (the more, the better), killing Titanic Models, or killing the Warlord.  Note that the Warlord one is low-value (only 6pts).

No Mercy, No Respite is more about killing regular guys.  Thin Their Ranks is all about nailing hordes - every ten infantry you kill is a point, and everyone 10+ wound model is 10 points.  Pretty simple.  Attrition is for durable armies - 4pts a turn if you kill more than them, so if you're elite and they're not, think about it.  First Strike is a thinking man's objective - if you can off a unit in turn one, 5 points.  It's 8 total if you kill more than they do in turn one.

Note also that all the scenarios have a bespoke secondary objective as well.  It's worth thinking about if none of the other objectives look good.

Short version - secondaries aren't that bad if you think about them.  Build to hold objectives, then think from there.

Terrain

Honestly, I like the new terrain rules.  They're pretty decent once you think about them and read them a couple times, and reasonably sensible.  As much as I like the idea of true LOS, this trims down some arguments, and I'm all about that life.  It's an adjustment worth making.

Max +1/-1 Modifier

There are definitely some armies that took a hit on this - Alpha Legion and Aeldari fliers come to mind.  There are also going to be some interesting interactions on this, like infantry moving and shooting heavy weapons into dense cover and only taking a -1 to hit, after taking a pair of -1 to hit penalties.

Overall

I am generally enjoying 9th.  However, I've got concerns about some armies out of the gate - some armies are going to struggle with objectives.  I'm worried about regular Chaos Marines, for example - cultists and baseline Chaos marines are so-so at best for durability and lethality.  

You don't HAVE to bring any troops in this edition, but you can also watch a dozen terminators stare blankly at a single tactical marine on an objective - who can then be the difference between a guy scoring 10 and 15 VP in a turn, because ObSec.

Fingers crossed that we see some point tweaks and get some neat stuff in the new codices.