Holiday

Well I’m off with the missus for a week so including the week or so I’ve been quiet here (DragonAge got me hooked! good game) I prob won’t be back blogging until mid-Feb. Fingers crossed we don’t get another flood (worst holiday luck). This also means I am unlikely to make the tournament at the end of Feb as I still don’t all the pieces I need.

Send in any questions you have to my email and save up threads for me to bash! lol

Have a good couple weeks everyone.

Kirby.

Channel 7 & tennis

For those of you who live in Australia you’ll know what I’m talking about; for those who don’t, a little enlightenment. Australia has 5 free to air TV channels which has tripled with digital and HD television all built around those 5 free to air channels. One of those channels is Channel 7. They have exclusive rights to the tennis during the Australian Open.

So stop going to OTHER PROGRAMS MID GAME. I’m fine for the news to come on. It’s 30 minutes and you could compress it to a lot less in between sets or games (like today there was essentially 30 minutes of ads between games @ 430pm, why not do the news then?). But why the hell do we need to see an affairs show and a soap? I want to watch the tennis that comes around once a year which you have paid exclusive rights to air and then not air it. If you care about ratings, PLAY THE TENNIS. More people are going to watch the tennis Quarter Finals than the news because the news can be looked up in an instant on the internet or with a newspaper. Hell you can record another news program. When you have rights to the tennis and don’t play the tennis we either have to get cable TV (bugger off, expensive and you have to pay out the wazoo to get good cominbations like sports and movies and they have so many commericals it should be free anyways) or watch the ticker tape online.

So pull your fingers out and play the bloody tennis which you’ve paid exclusive rights for.

BoLS Hybrid Editorital

Well I said I’d post something later today but John made me go find this and wtf >.<. GWvsJohn’s original post can be found here. The BoLS article can be found here.

Now let’s get things straight here (again). Mech is good in 5th. Fullstop. See here. If you haven’t figured it out yet, go hug a tree. Now Hybrid takes ADVANTAGE of mech and uses different troop types to accentuate those advantages or improve them. For example, two very common bubble-wrap units used by Tau (kroot) and Imperial Guard (combined infantry platoon). These bubble-wrap units help defend against alpha strikes (keep your meltas out of melta range thanks!) and keep opponents in the killing field (like away from your guns and stuff). Now there are viable foot armies (Calvary SW and Tyranids) but lists like Space Marines adore mech. I’ll quote GWvsJohn later to review this.

So now that we’ve covered the bloody obvious…

GWvsJohn says nearly everything that needs to be said in his reply (you’ll have to find it yourself; and I like how jwolf ignores him :P) but I’ll add a few bits and emphasize the rest. First off this is only about Imperial armies, so SWolf, IG, SM, WH and DH so keep that in mind.

#10) If you still have tanks, they still die. What the hell is the point of this point? And when you have an all foot army guns like railguns (why the hell did you use that example?) shoot a S6 5″ blast. That was fun. Otherwise because an army list should contain duality and/or shouldn’t be paying out the wazoo for a single focus unit (like a trip-las pred) those couple of high S shots don’t cripple the opponent’s army.

#9) So I can get 17 bolt shots and a special weapon when I jump out of my Rhino or I can get a special/heavy out of the top hatch (and not move) or a special/bolter, etc. Oh ya, and I survive cause I’m in a damned transport. When you need to get out you can you know. It’s not like you’re forced to stay in your transport until it blows up. Add in how dirt cheap they are or transports like Immolators, RBacks and Chimeras all of which give a unit more firepower and I’m calling bullshit.

#8) You want me to target your infantry with my blasts rather than your tanks? Uh ok, that’s what they were designed for you know. Ordnance has the nice addition of being quite effective at damaging vehicles but it’s not your primary anti-tank as it’s not reliable enough (ask an Eldar player how their Fire Prisms fair as anti-tank compared to anti-infantry). Players with blasts/large blasts WANT to shoot your infantry with them and not tanks. You’ve given them a free go of not having to shoot the transports first. In a proper Hybrid list (IG and Tau) you don’t care if they die, they are meant to. They are defensive layers (though the IG one for 30 pts extra can put out 6 S7 AP4 shots).

#7) I didn’t know foot units had a magic “confusion” button. 50% of the time does the opponent damage himself? (really bad reference lol)

#6) 6+D6 =/= 12″ particularly when moving through terrain. You have 2 dice rolls to navigate whilst the tank has 1. Yes immob on terrain is annoying. a) try and immob near an objective or where you can affect the battlefield b) you can get out of your transport…

#5) A fair point if you can’t read and play 40k well. Look at Daemons at the beginning of 5th. Full of fail yet kept winning because people didn’t know what to do. This works against mediocre players. Good players know your book inside and out and if they don’t, they’re not good.

#4) Another fair point except you’re paying for the transport and not using it…? Empty pods, ok, but your infantry unit still has to overcome all the other points you’ve failed to consider. Yay I have a Rhino/Chimera/Immolator to annoy the opponent with. Boo I lost twice to four times the points in infantry from that Battle Cannon. When you drop off your cargo (i.e. Melta Vets) then that transport can be a very effective unit late game but why give your opponent an advantage with an empty transport from the get go? (again other than pods). If you’ve got an empty transport put something in it (like allied ISTs) or pay the points for something that will help you win the game rather than “hope this sucker survives so I can contest that objective over there!”.

#3) Yes ‘non-linear’ units can supplement a mech list. That’s why we call it Hybrid. Remember the bubble-wrap unit examples? A single pod isn’t going to, nor are a couple of outflanking units. Remember your example with the outflank? What happens when you get refuse flanked? And isn’t that Chosen unit better in a Rhino anyways? Or that pod comes in T1 and gets wasted because it’s all alone? Etc.

#2) My army lists have pretty much stayed the same. Why? BECAUSE THEY CAN DEAL WITH EVERYTHING. It’s called balanced. Hybrid Tau, Mech Eldar, Mech SM and working on Calvary SWolf. Every list can deal with any other list. Wtf is adapting your list to what someone else in your group plays when you go to a tournament and get owned by a balanced list? Oh right, it’s called fail.

#1) Wait wait wait. Did you just say Combat squad w/PFist? First of all, wtf is a PFist doing in a Tac squad? 2nd, wtf are you doing making the PFist more vulnerable? Ok glad we got that out of the way. Synergy is a “hybrid” only concept? Excuse me for wtfing again and walking away.

Oh and this gem of a comment from jwolf:
Orks are very scary on foot, but scarier with a Big Mek in a Battlewagon keeping the lines moving.

Ya scary for my kill ratio. Orks are not scary on foot because it’s so easy to stop them. See the why Mech > Foot post. Again. Then read all 10 points above. Again. It’s not rocket science.

And to round out I’ll drop a line from GWvsJohn:
Sorry Jwolf, for vanilla Marines, hybrid is not the way to go. All it does is expose your troops earlier and make decisions for your opponents easier. Hybrid SM is like the opposite of the new ‘Nids. A big plus of the new ‘Nids is how t4 Warriors and t6 MC force your opponent to choose where to spend his high S shots. Every time your opponent has to make that decision, there’s a chance he’ll get it wrong. That’s good for you. Mech does the same thing. In a Mech list, the non-scary, but scoring Tacticals demand the same AT fire as the Speeders and Dreads that are killing you. That forces decisions. In a hybrid list, AT can focus on threats while anti-troop can kill your slow, exposed marines.

Completely agreed. SM was simply put, designed to do mech. At 1500 points they can put down a ridiculous amount of armor, all of which is a threat, still threaten you at range and be that much better at <24". Start adding in non-mech elements outside of a baser sitter (i.e. Scouts) and your army takes less cohesiveness and is therefore more vulnerable to a properly balanced army, not to mention what has been said above (i.e. anti-infantry guns shooting from T1). IG and Space Wolves (and armies like Tau and Tyranids) are not SM. They are much more able to build different type of lists than SM. Whilst I love the variety of the new books in ability to make different feeling lists, the SM one is the worst of the 4 (SM, IG, SW, Tyranids) but has so many combinations under the heading Mech it makes up for it. From the recent codex trend it seems GW is trying to give a specific book a “go-to” army list so to speak. I.e. SM = full mech. IG = hybrid mech. SW = calvary. Tyranids = MC/foot. Under these general banners are a lot of potential lists but it seems as if GW wants someone new to come in and say: “I like tons of guys!” or “I like moving quickly but hate tanks.” etc. and the salesman to go “This army is for you.” Bit of a tangent there but whatcanyoudo. Back to the BoLS article. Hybrid is good, but for 10 other reasons than you listed. But let’s think of some good Mech examples and make them Hybrid. Let’s take Immo spam. 10 Immos, 2 Rhinos, 20 Sisters, 20 Celestians, 15 Dominions, a ton of melta and flamers. Let’s go hybrid…wait I just ruined the list and can now field less melta, less flamers, less vehicles and less heavy-flamers leaving me with less mobility and less firepower because the only FoC slots that aren’t filled are Troops and 1 HQ. Since I’m running 150pt dualmelta Celestians in Immos (that’s a 12″ move, 2 meltaguns and a heavy-flamer) or 138pt dualflamer Dominions in Immos it’s hard to get more efficiency than that. I could run more sisters? yay slower flamers. Or Heavy Weapon sisters? Yay a static unit in a mobile list that doesn’t hold objectives or gets a cover bonus. So Hybriding WH fails. Edit: me = fail. Forgot about adding in a platoon from IG for some autocannons. This is completely viable though changes the dynamics of the list slightly as you have a bit less of a midfield presence but a much bigger backfield presence + ability to fire as you move up. However, every unit bar the one platoon in the backfield is mounted and like an SM list with a scout objective holder we shall not call this hybrid. SM mech? Well a basis of 3xRifleDread, 3xflamer/mm/rhino tac, 6x MM/HF speeder, 3x ACLC pred and a scout squad + HQ + sometimes allied Inquisitor. You’ve got a tiny foot unit in the scouts which sometimes includes an inquisitor or not and generally a MotF. 2+ save and barely does any damage in itself so it can soak up any fire directed at it until a flamer gets there. So it doesn’t suffer from being blasted away early on when they aren’t in a transport. So that’s an okay unit to use in a mech army, particularly since it holds an objective and can hide characters which can do some damage (MotF w/beamer or Inq/Libby w/psycannon/spells + anti psychic abilities) just like the platoon in the WH Immo army. Now let’s try and hybrid this up extensively. We could add some Sternguard? Nah lose a lot of long range firepower, no matter how much you say 150pt 2x Lascannon sternguard are worth, my 125pt Rifledread is better. Pod? Alphastrike then dead. Vanguard? They suck. Foot Marines? Wohoo! wait, what do they do again? Ok let’s try and combat squad with a lascannon and meltas. Well the lascannon squad kinda sucks as you’re paying 90 pts for it and single lascannons aren’t that great. Beyond the fact a nice stiff wind can blow them away and your midfield presence is terrible (5 man marine squads don’t hold diddly) and we shall pass on that. Okay, how about some drop pods? Well they are going to be all alone for quite a bit and therefore generally die. You’re essentially coming in two waves then (like Daemons) and if you attempt to full drop pod, there are a lot of counters out there for it (which means it isn’t balanced, which means it fails). So, SM don’t like it either. We’ve covered IG (they do like it but don’t go overboard with it. Your foot units need a purpose and that purpose is to protect your army, alphastrike and DIE and if they don’t die they can do something like hold objectives or shoot you or tie you up in combat forever, etc.). SWolves are a different story. I don’t like Hybrid SWolf because SM do Mech better and SWolves unique aspects are foot units (Long Fangs, Calvary, Lone Wolves, etc.) and those units don’t often like mech (mainly the calvary as it blocks charge lanes and clogs the board) but those type of lists can work I just think pure foot lists for SWolves are more efficient. Again, Hybrid is viable for certain books. Other books can’t pull it off. Those cheap transports for SM and WH make the whole army better. Not taking 105 pts worth of Rhinos makes the army worse and what are you going to buy for 105 pts? Not much. People need to learn what this game is about. It’s not about evolution to other’s army lists. That’s tailoring. I take a very similar list to the table nearly everytime we play (unless for shits and giggles) and my friend adapted his list. I whipped out another army and dropped the heavy end of the hammer on his crappy tailoring. He doesn’t tailor anymore. That’s why I have multiple armies that I enjoy and play differently. I don’t get bored and when someone does tailor to one of my armies I can pick another one and show him how sill that is. If it’s not about tailoring army lists, what is it? It’s about understanding the rules and how they interact with the rules of your army book and your opponent’s army book. Since 5th has been out for so long this should of been done ages ago. New book = new understanding. All the Imperial books are not new anymore. John look what you made me do! Argh, bed time.

Day @ Battle Bunker

Well spent the day at a GW today. Used a variation on the 1500 SW list for tourney I’m trying out because the staff were a bit uppity about proxying which I can understand and at the same time not… anywho list was:

Rune Priest w/Lightning & Hurricane

2x Dreadnoughts w/2x TL Autocannons

3x 10x Grey Hunters w/flamer, melta and Rhino

5x ISTs w/2x meltaguns

2x 1x Land Speeder w/MM and HF

Land Speeder Typhoon

2x Dakka Preds

3x LFs w/2 missile launchers

Only played one game (another SW list, hybrid) with a mate from out west who had come in, helped in another game and watched a few others. The game I played I won quite handily, the list had a lot of midfield firepower but I’m not sure if I could handle a true mech army with that list but might have a fiddle with it…

Onto the experience! It’s been years since I’ve gone to a hobby store to play and many more since I’ve played at GW but it seems things haven’t changed. It was great for my friends and I as we didn’t need to go running around asking people questions on how to do things but I’d hate to be an aspiring gamer. As I mentioned earlier they didn’t allow proxying (one kid tried to pull off a big banner the size of a cell phone as a hammerhead, I mean what?) which I compeltely understand for sales but at the same time, when your box sets are $50 AUD and up, I’m not going to buy something because I THINK it might be good. I know most of the time with some list testing and running battles through my head that I can tell whether a unit is going to be effective or not (a lot of people do it better) but a lot of people, particularly new guys, can’t. So having armies out that others can play is a great way to cover up for that to encourage people to buy your products (and letting players use a couple models here and there) but please, please get the rules right.

Example: Beasts means you can fleet and charge 12″. ICs have to be targetted in close combat before to hits are rolled unless with a retinue. AP1 affects the damage result, not the to pen result. Etc.

I know the GW staff try and show really quick examples of games to people or guys starting up but seriously? If I was new to the game and came in and watched what they were doing or asked them to take me through it. Wtf? Lost as a puppy.

In the end a lot of the kids there were simply coming up to our table to ask for rules simply because we didn’t get a 10 minute speech on it. I don’t know if they are told “you have to give silly fluffy reasons for why the rules are that way” but ya. High prices and scary staff would put a lot of people off.

This isn’t a rage against GW prices btw (I dislike them but I get them cheaper elsewhere and they just get less money and customer support) or against their staff just you can see why there is so much forum raging and name calling online. The younger kids are going to believe the GW staff. For the most part the staff are adults and should know their product back to front. Whilst they are essentially sales staff having a 99% knowledge of the rules would be appreciated.

Ahem end “mini rant” :P. Again it was good fun, nice to use some terrain that was a bit different (though we still played on a cityfight board they were just more open than what I’m used to) and to see the types of armies some people are hanging out to dry outside of my locale. One army I really found amusing was a half decent IG army. He had some really good things in there backed up by infantry platoons w/Grenade launchers (no ACs? :() and everyone who played him was complaining to no end and saying his list was too tough to beat. Ugh. Versus a real IG list! Then complain when you get rolled. Now this kid from what I saw was a better tactican than the others (i.e. he knew what he had to kill and he killed it first) and their armies were never great (let’s footslog across the board Marines!) but I’d love to borrow my friends IG when he updates and go back.

*drops 12+ AV12+ tanks and 70 infantry* This is an IG army lads.

=D

There was no real point to this post btw but my feet hurt.

SW v Chaos 2k analysis

Well I used that silly program ^^ to trial the list. It was against a Chaos army with 3 squads of Plagues (PFist, 2x pgun and rhino), 2 Daemon Princes, 3 oblits, greater daemon and 10x khorne termies w/autocannons and meltas.

It was c&c w/spearhead deployment. First things first. This list is fast. We were playing combat games from T1. With spearhead. Ya I know I dropped onto him so he could assault me but my Thunderwolfs were assault jumping from T2. It was pretty crowded with 50 beasts out there but one of my puppy squads ran off early so that gave me more room to run about. The thunderwolfs were basically able to do as they please. With their speed I was picking my combats and able to mass assault. I would be assaulting with so many I’d often not have enough space for the final squad.

My opponent conceded on the 5th turn when he only had 10 termies left (they had just DS’d last turn) whilst I had most of my force remaining (thank you wound allocation). [We played on quickly to see how it would unfold, Canis then took out 5 termies…and the remaining thunderwolfs took out the rest though the termies did take out 2 TH thundwolfs (left overs), 15 puppies and an Iron Priest squad) for a table by the beginning of T6].

Rolls were pretty average across all sides and the RP had some fun with Jaws but only took down some plagues which was pretty signifiant as they were tying up a GH squad which later held my opponents objective. Both GH squads were able to capture objectives giving me a 2-0 advantage there but I think in 5 objective games I might struggle though my midfield presence is riduclus with multi-charges.

All in all a very good game for the Wolves but will see if I can play around to get in more actual Thunderwolfs. Maybe drop some of the puppies as they really did clog up the board but have to be careful of Ld (Ld sucks in this list btw).

Thunderwolf army

Well with the recent improvement of characters buying Wulf mounts I thought I might write something up on them as I try and make a list around them. By making the characters base S and T of 5, Thunderhammers become S10 and ID is much less of a worry. Insane. Moving on.

Why are Thunderwolfs so good? For 50 pts you get a T5/W2/A4/3+Sv/Rending model. Not bad. They are calvary. Very bloody good. Let’s recap what calvary does:

Move 6″
Fleet D6″
Assault 12″

Bikes are initially faster and more durable with the 3+ cover save but once these units get rolling, it’s hard to stop them. With such a long charge range it is also possible to tie up multiple units a bit more easily as you have more leeway (make sure you follow the assault rules please…).

Now these units bring a very mobile but foot element to the SWolf army so this will most likely be the theme of the army. Taking up all 3 FA slots with Thunderwolfs also impacts the SWolf ability to saturate the board with armor (no Speeders). Furthermore they are only WS and I 4. They are going to chomp through minor units and decent cc guys due to their high T and good save but good CC units with high I should generally try and be avoided.

So how to equip them? As I said, these guys are still going to get trumped by super-cc units like Command Bikers, Nob Bikers and Councils unless we start dropping points into them. We don’t want to do this so we’ll prob stick with 3 and maybe 4 members. They all have rending base (and 6A on the charge…wow) so not everyone needs a special weapon. S5 rending also gives them fair anti-tank but we should take advantage of their base S5 and improve this with a TH. This also lets it really threaten MCs reliably whilst keeping its anti-horde going. Remember we don’t have to use the TH against gribblies (though we don’t gain the +1A as we have taken away the pistol or CCW).

So 3xThunderwolfs w/TH is 180 pts. We’d like to have 3 different models, too. Therefore we’ll take meltabombs on one. So that’s 3×185 for 555 pts.

Next up is Troops. We don’t want Rhinos or Rbacks as we can’t really spam them but Drop Pods are an option to keep up with the Thunders. So let’s try 2 squads of 10 with dual meltagun in a Drop Pod and mark of the wulfen. This is a decent cc squad and can do something on the turn it drops whilst also giving something for the opponent to worry about as your Thunderwolfs run across the table. So that’s 205×2 = 410pts.

So far thats 965 pts and we’ve got a core set up. Now we need a 3rd drop Pod obviously but we’ll get to that later. Next up we’ll get some more calvary units to run alongside the Thunderwolfs. I really like Lone Wolves but I don’t want to sink too many points into my HQs so will take some Iron Priests on mounts. They come with a free TH which is nice but are only W1. Therefore we should take some 15pt wounds called cyberwolves. IPriest with mount and 4 cyberwolfs is 155 pts. We’ll take 2 for 310 pts.

We’re at 1275 now and still need an HQ and another Pod somewhere. Let’s see what we have so far:

Iron Priest w/Thunderwolf Mount and 4x cyberwolfs

Iron Priest w/Thunderwolf Mount and 4x cyberwolfs

10x Grey Hunters w/2meltaguns, Mark of the Wulfen and Drop Pod

10x Grey Hunters w/2meltaguns, Mark of the Wulfen and Drop Pod

3x Thunderwolfs w/Thunder Hammer, meltabombs

3x Thunderwolfs w/Thunder Hammer, meltabombs

3x Thunderwolfs w/Thunder Hammer, meltabombs

We’ve got a pretty decent in your face army which is quick and can block some movement with Pods and we’ve got 725 pts left.

First let’s see what we can do for the other Pod. We’ll try a Wolf Guard unit. To make the unit effective outside of just using it for a pod we’ll take 5 WG and give one TDA w/a CML. So that’s 170 pts. Now this unit can either start onthe table or be podded in to fire a CML into rear armor but that seems a hefty price simply for that. If we take out a GH in one of the squads and add in a combi-melta and MotW to a WG we can improve a GH squad’s combat prowess for +10 pts overall.

We now have 530 pts left to spend and still need an HQ. Canis Wolfborn is most likely the best buy in keeping up with the army style. It’s cheaper than anything you could make in the Wolf Lord section and turns Fenrisian Wolfs into Troops which we can make use of. So for now we’ll put him in our list taking our total to 1655. Running out of points here.

Still have a nice solid base there but lacking a bit in scoring. We could take another GH squad but we would have to re-work our Pod numbers again and I don’t like too many pods as they are too easy to counter. So with our new Wolfkin saga we’ll take some puppies. Whilst these don’t score they give us a lot more bodies on the table, screen the Thunderwolfs and are beasts (aka calvary). 2 full squads sets us back 240 pts and gives us 30 more beasts but we’ve only got 105 pts left, certainly not enough for more Thunderwolfs which is what I would of liked!

Well we need some psy defense so let’s add a Rune Priest to the Wolf Guard squad. I like him with Chooser and Saga of the Beastslayer. Chooser screws up all infiltrating and gives the Priest a nice BS5 whilst Beastslayer helps out against those tough targets. This puts us over 15 pts so we’ll drop a puppy from each squad. Since we are dropping in I think Living Lightning and Jaws of the World Wolf are our best bets here though Storm Caller might be a good investment, too.

So to recap:

Canis Wolfborn

Rune Priest w/Saga of the Beastslayer and Chooser of the Slain
Living Lightning and Jaws of the World Wolf

5x Wolf Guard w/Drop Pod
1 w/TDA and CML
1 w/Wulfen and combi-melta

Iron Priest w/Thunderwolf Mount and 4x cyberwolfs

Iron Priest w/Thunderwolf Mount and 4x cyberwolfs

10x Grey Hunters w/2meltaguns, Mark of the Wulfen and Drop Pod

9x Grey Hunters w/meltagun, Mark of the Wulfen and Drop Pod

14x Fenrisian Wolves

14x Fenrisian Wolves

3x Thunderwolfs w/Thunder Hammer, meltabomb

3x Thunderwolfs w/Thunder Hammer, meltabomb

3x Thunderwolfs w/Thunder Hammer, meltabomb

Total: 1999 pts
48 beasts
25 infantry (all 3+ saves bar one)
3 pods

Not bad. The army is in your face quickly though we don’t have the ability to really drop two empty pods on T1 (the GH will have to footslog a long way whilst the WG can at least shoot from afar). The anti-infantry is rather ridiculus and foot armies will fold rather quickly. Anti-armor is abit lacking but every unit excepting the puppies are very capable. The problem with much of this capability is most of it is close combat oriented. Avoid dreadnoughts please!

Thoughts?

Dual Council (@ 2k)

Hello again. Sorry for a hiatus, been busy with missus, work and working out postgrad studys for this year. There was a question asked on Warseer a weekor so back which I replied to and I thought I’d flesh it out here. The poster wanted to know if Dual Councils were viable and if so how to make a list. So here’s a step by step on a list.

Well foot councils (mounted or not) suck, so skip that. Why do they suck? No 3+ save (and non mounted = too slow. hell even mounted are too slow). They just aren’t survivable enough to warrant the points you’re going to drop into them. Therefore bikes are mandatory. You’re going to want 2-3 troops (mostly in Serpents either DAVUs or flamer storm guardians but Jetbikes are viable), couple Prisms and 2-3 Dragons in Serpents. This will net you roughly 1000-1200 points depending. So you will generally have 800+ points to work on your councils. So let’s say we take the following:

We’ll start with 2x 5x Avengers in BL serpents w/underslung cannon. I take underslung cannons for 2 reasons. First off, the tank is that much more dangerous. When you multiple 3 S6 shots for every tank that’s a lot of S6 coming at you. 2nd, one weapon-destroyed doesn’t make the tank useless. Brightlances give us stopping range for any armor at range. You need this when you come up against AV14 (bar the monolith) which allows you more flexibility with your Dragons. Spirit stones are not taken because they simply aren’t needed. I haven’t used mass stones for most of 5th due to the changes in the damage chart. Why do most people? They plan to “last turn” contest. With the variable game end this is hard to pick and if you’ve played your game right you shouldn’t need your whole force able to mass contest. It’s a nice saftey net but I’d rather save 10pts a tank (which pays for my cannon).

So this gives us scoring units in a nice pretty tank which can actually allow the Eldar to slow heavy tanks at range, is pretty survivable and has multiple weapons for 410pts.

Next we want some excellent anti-tank and the best option there is mech’d Dragons. We want at least 2 of these so we’ll get 2 5 man squads in Serpents w/Scatters, underslung cannon and stones. I’ve taken stones here because we really want the Dragons where we want them. They are optional but it forces your opponent to keep focusing on these serpents unless it becomes immoblised or worse. Whilst this is only a modified 16.6% chance for the Dragon unit I believe it’s worth it. For the main cannon it can easily be brought down to Shuriken Cannons to shave some points. This is an additional 430 pts for 840 total.

Now the list is lacking a bit in real long range punch. We’ll add in 2 Prisms w/underslung cannons for 250 pts (990 total). This gives us excellent anti-infantry at range and if needed can anti-tank in a pinch. We are not adding HF because they are a waste of points (HF make losing that prism cannon more likely).

So far:
2x 5x Avengers in BL serpents

2x 5x Dragons in SL serpents

2x Prisms

So we have the basis of the army and we want a dual council so 2 Farseers are required. We already know foot councils don’t work (no 3+ save is bad) so jetbikes are also required.

2 Farseers w/Jetbike, RoWard, Fortune and Doom cost 350pts. We shouldn’t need 2 RoWard so we can save 15 pts there. This brings our total to 1325 leaving us 675 points for Locks (i.e. 15 bare). Jetbike is obviously essential as is Fortune since it is the Council’s bread and butter. RoWit is certainly an option and as psychic defenses step up it’s a wise investment. Doom should be used on at least one Seer and I would advise it for both but Mind War and Guide can certainly be of use as well.

We’ll try with 2x 6 base locks first (540 pts). We need an embolden and enhance each and 2-3 Destructors per squad (let’s say 3 each for the moment) which brings the combined total of the squads to 640. 25 pts spare. Emoblden and Enhance are musts. Enhance raises the WS and I of the Locks so they generally strike first and on a 3+. Embolden makes your psychic powers very, very reliable. Multiple destructors gives the unit hitting power outside of combat and are an excellent torrent weapon.

So now we have:

Farseer w/Jetbike, Fortune, Doom, Spirit Stones, RoWard
6x Warlocks w/Jetbikes, 3x Destructor, embolden, Enhance

Farseer w/Jetbike, Fortune, Doom, Spirit Stones
6x Warlocks w/Jetbikes, 3x Destructor, embolden, Enhance

5x Dragons w/Wave Serpent w/underslung cannon, spirit stones and twin-linked Scatter Lasers

5x Dragons w/Wave Serpent w/underslung cannon, spirit stones and twin-linked Scatter Lasers

5x Avengers w/Wave Serpent w/underslung cannon and twin-linked Bright Lances

5x Avengers w/Wave Serpent w/underslung cannon and twin-linked Bright Lances

Fire Prism w/underslung cannon

Fire Prism w/underslung cannon

for a total of: 1965 pts, 14 jetbike models, 20 infantry and 6 tanks.

It’s a fair list with some tweaking needed for personification but covers the essentials. Everything is duplicated and most units can deal with both armor and infantry. You have good anti-tank in your Dragons and the BLs at range and in a pinch you have a lot of S6 firepower (and prisms). The councils can also add to this with their witchblades. You have excellent anti-infantry in the majority of your units (Avengers in Serpents are the weaklink here) with a lot of S6 shots, blasts and templates.

Your tank count is a bit low but with Eldar survivability they’ll stick around for a bit and with 2 fast moving fire magnets it becomes a tradeoff for the opponent. With 2 councils and fortunes running about you are more likely to get fortune off against psychic defenses at least once and can use the vehicles for screening when it fails.

My Eldar

Well with Councils going downhill and chair126 sparking me to post what I’d been working on in relation to Mech Eldar I’ve got two armies to post here. One is my not so optimised council list and the other is the new Mech list which I’ll need to get some more models for.

Council List:
HQ –
Farseer w/Runes of Warding, Spirit Stones, Jetbike, Fortune, Doom and Mind War

Warlocks x7 w/Jetbikes, 4x Destructor, Embolden, Enhance

Autarch w/Laser Lance, Jetbike, Mandiblasters

Elites –
Fire Dragons x5
Wave Serpent w/TL’d Shuriken Cannon, Shuriken cannon, Spirit stones

Fire Dragons x5
Wave Serpent w/TL’d Shuriken Cannon, Shuriken cannon, Spirit stones

Trrops –
Dire Avengers x5

Dire Avengers x5
Wave Serpent w/TL’d Bright Lances, Shuriken Cannon

Dire Avengers x5
Wave Serpent w/TL’d Bright Lances, Shuriken Cannon

Heavy Support –
Fire Prism w/Shuriken Cannon

Fire Prism w/Shuriken Cannon

Falcon w/Scatter Laser, Shuriken Cannon, Holo-fields, Spirit Stones

Totals: 2000 pts
25 infantry
9 jetbikes
7 tanks

This isn’t anything stellar by Eldar standards but it’s one of the better lists I think possible with an Autarch on bike (when the Eldar first came out I had to make a conversion for it and I like it ^^). It’s decently competitive but you’ll find more often than not people will bitch and moan about the council *tear*. With more and more anti-psy cropping up though it’s a pretty weak lynchpin.

Mech Spam List:

HQ –
Eldrad

Elites –
Fire Dragons x5
Serpent w/TL Shuriken Cannons, Shuriken Cannon, Spirit Stones

Fire Dragons x5
Serpent w/TL Shuriken Cannons, Shuriken Cannon, Spirit Stones

Fire Dragons x5
Serpent w/TL Shuriken Cannons, Shuriken Cannon

Troops –
Dire Avengers x5
Serpent w/TL Bright Lance, Shuriken Cannon

Dire Avengers x5
Serpent w/TL Bright Lance, Shuriken Cannon

Storm Guardians x10 w/2 flamers
Serpent w/TL EML, Shuriken Cannon

Dire Avengers x5

Fast Attack –
Vyper w/Shuriken Cannon, Scatter Laser

Heavy Support –
Fire Prism w/Shuriken Cannon

Fire Prism w/Shuriken Cannon

Falcon w/Scatter Laser, Shuriken Cannon, Holo-fields, Spirit Stones

Total: 1997 pts
Tanks: 10
Infantry: 41

Now this is the list I’ve been playing around with lately and posted up in response to chair126’s request. I think the Eldar AV12 across the board is a lot scarier than a Council to most armies. The mass of S6 firepower and melta drop-offs + Double Fortune early on are pretty impressive, too. There are some variations on this list so I might change it up as I play with it but this should be my core as it stands.

Update 5/4/2011: I was just reminded of this page and noticed a lone Vyper in a 2k list ew. The vyper should be dropped for an Autarch really though you could also upgrade the DAVU to Storm Guardians with Warlocks as well.

My Space Marines

I’m still playing with options for this list to fine tune it to 2k (Speeders or more Tacs?) but for the moment here is the 1750 version which is very likely to be taken to Centurion atm…

Mech:

HQ –
Libarian w/Null Zone & Avenger

Elites –
Dreadnought w/2x TL-autocannons

Dreadnought w/2x TL-autocannons

Dreadnought w/2x TL-autocannons

Troops –
10x Tacticals w/flamer, MM, Rhino

10x Tacticals w/flamer, MM, Rhino

5x Tacticals w/Razorback w/Lascannon and twin-linked plasma gun

5x Tacticals w/Razorback w/Lascannon and twin-linked plasma gun

Fast Attack –
2x Land Speeder w/MM, HF

2x Land Speeder w/MM, HF
Heavy Support –
Predator w/heavy bolter sponsons
Predator w/heavy bolter sponsons

Predator w/heavy bolter sponsons
Totals: 1750 points
Infantry: 31
Tanks: 14

My Tyranids

We can thank GWvsJohn for the inspiration on this one. I’ve had Tyranids since 3rd edition and when their new codex came out in 3rd/4th and now 5th I was always tempted to really start playing them rather than get the smattering of models that I had. This codex changed that with a list I enjoy, is different from what I normally run and is competitive. I’ll run through a few lists over the coming months to figure out alternatives to the Swarmlord but for the moment, this is mylist.

Swamlord:
HQ –
Swarmlord
2x Tyrant Guards w/Lashwhips

Elites –
2x Hive Guard

2x Hive Guard

2x Hive Guard

Troops –
5x Warriors w/Boneswords, Toxin sacs, Adrenal Glands, Venom Cannon

Tervigon w/Catalyst, Adrenal Glands, Toxin Sacs, cluster spine

Tervigon w/Catalyst, Adrenal Glands, Toxin Sacs, cluster spine

11x Termaguants

10x Termaguants

Heavy Support –
Tyrannofex w/Rupture Cannon, Electroshock grubs, Cluster spine

Tyrannofex w/Rupture Cannon, Electroshock grubs, Cluster spine

Totals: 2000 pts
5 MCs
34 infantry

Tyranid Prime Variant:
HQ –
Tyranid Prime w/Adrenal Glands, Bonesword, Lash Whip

Elites –
3x Hive Guard

3x Hive Guard

2x Hive Guard

Troops –
5x Warriors w/Boneswords, Toxin sacs, Adrenal Glands, Venom Cannon

Tervigon w/Catalyst, Adrenal Glands, Toxin Sacs, cluster spine

Tervigon w/Catalyst, Adrenal Glands, Toxin Sacs, cluster spine

10x Termaguants

10x Termaguants

Fast Attack –
3x Raveners w/Rending Claws

3x Raveners w/Rending Claws

Heavy Support –
Tyrannofex w/Rupture Cannon, Electroshock grubs, Cluster spine

Tyrannofex w/Rupture Cannon, Electroshock grubs, Cluster spine

Totals: 2000 pts
4 MCs
36 infantry
6 beasts