Greetings, fellow Survivors, Wolves and Saviors! An article for you today on offence/defence balance in list/unit composition. This article is aimed primarily at newer players, but it may put words on notions that more experienced players have come to instinctively apply without necessarily fully understanding. Indeed, one of the key concepts to implement when building a list is to seek balance between resiliency and damage output, both on an individual unit level but also across your army taken as a whole. What I mean by the is that you have to ensure your army is able to deliver punches but is also able to withstand them, and vice versa. If you concentrate too great a portion of your points on high-damage but fragile units, you will be able to deliver a mean alpha strike, but your ability to be alpha’ed yourself and not fold right there and then will be poor. Conversely, an army composed uniquely of units that are extremely efficient tarpits like Brimstone Horrors will be nigh unkillable, but will hit like a wet blanket.
Category: List Building
Greetings, fellow wretched hives of scum and villainy! Taking a quick break from my Codex: Space Marines review to talk about the 2000 points Marine list I’m building for 8th edition tournaments. It’s not a perfect list by any measure, but it’s what I can be reasonably sure to be able to put together given my limited hobby time and I think it’s going to be reasonably competitive.
During 7th, I mostly played a full Battle Company Gladius Strike Force. It was incredibly powerful: the combination of so many (free) armoured vehicles and Marine bodies with Objective Secured made it very hard for my opponents to score objectives. The list didn’t have an enormous amount of killing power, but for the player who doesn’t mind playing to the mission, it was a dream.
I want you to take a look at the two following Necron lists and tell me which of the two is stronger. I’m going to guess that if you have any knowledge of Necrons and how their lists tend to be built, one will immediately jump out at you:
Interpreting a Tau Tournament List
Tau can be a static, gunline, Napoleonic musket-block of an army, and still be so powerful that many players have found a decent level of success running them in that form.
The codex is so strong, with so many powerful options at discount prices and so many great choices that even a decidedly average Tau army with a fairly average general can be a real challenge to many opponents.
These are not the Tau players who consistently place high at tournaments though, and ‘static’ does not accurately describe many of the best Tau lists. This article will discuss quickly interpreting a Tau Tournament List in the few moments you get before starting to roll dice to both try to ascertain whether you’re against a wannabe or a true threat, and predict how your opponent is likely to want the game to unfold based on their Troop, wargear, and HQ selections. Read more
So you’ve jumped on the Eldar bandwagon and shamed us old timers who have proper Wave Serpents from back in the days when Games Workshop didn’t make half their own damn models. You’re so excited with your purchase, you’ve jammed them all together – foregoing magnets on those always changing weapon rules and started you’re very own Eldar force of 810 to 870 points. Now you have no idea what to do with yourself *sniggers behind hand*.
Right, let’s look at Serpent spam retcon 2013 and what you need to do to make it a competitive army (other than just spamming Serpents).
First, you’ve set your Wave Serpent up like so: Read more
I’m a big fan of Lone Wolf’s Army Builder program, both as the quickest way to run off army lists and a fast way to get point-costs and equipment options for less-used armies without having to dig around for the codex.
Even the free download allows users to load 3 units at a time for a view of their stats, gear and costs, but the paid one just became a lot more appealing because the makers have dropped the requirement to pay for an annual license.
I’ve been thinking a lot lately about what you need to be able to deal with when you build an army list. We are all aware that there are power builds out there which bring units that, if not dealt with properly, will roll right over you like you aren’t even there.
What’s interesting is that in 6th, the introduction of flyers makes it so that it is nigh impossible to bring a list that is able to compete with every fringe army out there. This was possible in 5th (though straining on a lot of builds), but now it’s important to recognize that you’re just going to be able to bring the tools to smash all potential enemies. It’s OK, though, because you can still come damn close, and you can often make up the difference in soft counters.
When I’ve been building lists, these are the things I think are absolutely needed: Read more
This was something I touched on recently in Matt’s Wave Serpent post and is something which hasn’t really been touched on I think for 6th edition. Objective missions are even more pervasive than in 5th edition with every five out of six games supposed to be played as an objective game with the final sixth game being Kill Points. This move has placed an even greater emphasis on Troops in addition to the changes in cover, infantry durability and ability to hold objectives at the end of a game (in any location on the tabletop preferably). What’s been lost in this is that in one of every six games, Fast Attack score. And in a further one in every six games, Heavy Support score. What’s missing? Elites and HQ. Read more
Turn one and two will be used to bolster two units of Scarabs as the full Phalanx moves forward. These two large Scarabs units will be the first wave in the list and will probably end up out of range of the Spyders, so the Spyders will start to boost the numbers of the third group from turn three ready to send them out as the next wave. All three groups of Spyders will make the next wave behind them, spawning as many bases as robotically possible. So that’s the Farm section of the list out of the way, and obviously I don’t expect any of it to still be around at the end of the game, it’s job is to push forward to kill and hold up as much of my opponents army as it can for as long as it can!
Running behind the Farm will be the next wave, sixteen Warriors and a Jacked up Overlord. I have had a huge success with this unit so far, with the Overlord being amazing in Challenges with Mindshackle and Labyrinth doing what they need to do very well, whilst his Resurrection Orb helps to keep the Warriors alive for longer. I have also added a Stormtek to the unit to help with any challenge issues. I don’t want the Overlord attacks wasted due to being tied up in a challenge with a nobody! Following up at the rear, is the last Wave of three groups of ten Warriors. There main job it to offer some mid range fire support and to take any mission objectives at the end of the game…
The last wave is going to be nine deep striking Deathmarks. They will be wave two, three or four, depending on when they arrive from reserve, and they will be aiming to come down near or in my enemies deployment zone offering a wave from a different direction!
So what about Flyers? Well, I am not seeing many Flyers in my gaming group at the moment so I am not too concerned with them, if one turns up I will have to hang on and hope that the Warriors will throw down a lot of sixes! If I do find it becomes an issue, I can always group the Spyders into two sets of three and then drop some Warriors for an Annihilation Barge, or maybe even take an Aegis Defence Line with a Quad Gun.
Here is my final Scarab Farm Wave list and army deployment strategy. Of course it all depending on circumstances, but at least I will be going to the table with a plan of some sort…
1x Stormtek/Lightning Field (35)
10 x Warriors
The vast majority of my play time with this combination has been mostly Acolyte based with a smattering of Strike Knights for durability purposes and then Necron Flyerwing (Scythes + Warriors, Staffteks). I’m finding it’s quite solid but with the changes for 6th, not the army it was in 5th in how it played. I.e. it’s much more of a hang back and shoot army and use Strikes + Flyers to grab far away objectives. The issue I’m finding is attrition over the course of a game can often mean I hold objectives on my side and my opponent holds objectives on their side as I only have a set number of units which can really push opponents off contested objectives.
So what I’m thinking is trying to replace the effect of the Strike Knights in my pure GK army (linked) with Necron Immortals. They’re cheaper (squad of 10 is 170 compared to 230 w/Psybolt) and are S5 firepower (Tesla & Gauss have their own +/-‘s) with a bit more durability due to Reanimation Protocols. If I was to reduce the number of Strike Knights I was running and bring in some Immortals instead whilst using other goodies from the Necron book – i.e. Scythes, Barges, Crypteks, etc. and using Acolytes to SUPPORT the remaining Strike Knights + Immortals, I imagine I’d be able to get a similar army style but with more versatility from the Allies. It all depends on the transfer of points from GK to Necrons though.
Unfortunately for me I’ve been busy of late – site and job stuff you know? So I’d love to hear the brainstorming ideas of the 3++ community in relation to putting such a 1750 list together. I’ve played around with the calculator but don’t have anything really sticking in my mind. So let’s see what we can all come up with and I’ll get back to you with what I start playtesting for use!