Monday, October 5, 2009

40k is not broken!

Here are the reasons I love 40k and think that even though each new codex is stronger than the last, at least according to the Interwebs chatter, that it is not broken.

Every army has its strength, even the Necrons, they also have there weaknesses, even the IG. Each new codex has countless geeks, myself included, scouring them for the strengths. They then put together the best army they can to beat the current trend in Army lists.

The old army's don't reread their own codexes looking for a way to beat the new they throw out the same list and try their luck. The problem is that the new codex/IG player has read his book thinking about your army and has put together a way to beat it. He is fighting the next war and you are still fighting the last.

This is what the US did in Vietnam.

The IG are beatable but it takes a thinker to beat them. If you are only starting to figure out how to beat them as they setup across the table from you, good luck.

You need to look at your list and think about what you might face and build to fight it. This is hard, it is much easier to copy the crowd who have figured out how to win with the new codex, than it is to be original and think for yourself.

There is a reason that very few Generals names are remembered throughout history. It is not easy.

How do you take a fresh look at your own army? Throw out what you are doing. Look at ways to beat the current trend. For Mech we spammed Melta now what? Once you have an Idea go back to your list and make it work. You will find units that were once useless they might now have a value. If nothing else they will be something unfamiliar for your opponents. The challenge before all us non-Gaurd Players right now is not our codexes it is our own nature. It is time to overcome our own habits and change not to a new codex but to a new style of play. What will work. I don't know but I am going to look for it and I am going to find something that is new to cause these copy cat list to have to think for themselves. Something I know most will not be able to do.

The Guard are strong because everyone has spent points on a powerful weapon with an effective range of 6 inches (Melta). Time to change.

40k is not a game where the same tactic is going to win over and over again. If it worked last month it is most likely not going to work the next. Tactics can over come everything even bad dice.

Ash

Ash

Wednesday, September 9, 2009

Painting Progress



So, I have not been playing a lot lately but I have been painting. Here are some pics of my current progress.










Wednesday, September 2, 2009

Chaos in the Old World


So, while I wait for Space Hulk I gave this one a chance. After all this is All Things Chaos. We played this three player, (our forth was to tired to play) It says three to four but they mean four.

It is a very different game. Each of the four gods has their own set of objectives, rules and powers. We found that it was easy to go after your own and ignore everyone else. Unless you were Khorne then it is your objective to kill everyone else. This was a mistake, you have to slow down the other gods and give yourself time to win.

It will take a few games as each of the four gods before I can even start to form a winning plan. I liked that you can play a game in 1 - 2 hours this is refreshing. After hours of gaming with Risk God Storm.

I like it but will I still play it after Space hulk is released. We will see.

Ash

Friday, August 21, 2009

2000 pt Army List Khorne




I am looking for some feed back on a 2000 pt list I am considering.

Land Raider
Kharn the Betrayer
Berserkers x 8
Skull Champ w/ PW and MB

Land Raider
Berserkers x 9
Skull Champ w/ PW and MB

Land Raider
Berserkers x 9
Skull Champ w/ PW and MB

Land Raider
Terminator w/ Lightning claws and Icon of Khorne x 4
Terminator Aspiring Champion w/ Lightning Claws and MB (I think)

We all know that Berserkers are nasty, the Terminators allow me to have a fourth Land Raider and with Lightning Claws and the Icon of Khorne they have 4 attacks each 5 for the aspiring champ all rerolling to wound w/ PW's. That means that on the assault they will have 26 PW attacks re-rolling to wound and in terminator armor. That is crazy!

This list is pure close combat, yet with four Land Raiders it had 8 Twin Linked Las Cannons and 4 Heavy Bolters all with 14 Armor.

Thoughts please.


Wednesday, July 29, 2009

The Red Hand (Chaos Space Marines) vs. Tyranids (1500pt)


This was my first time facing Tyranids it was a fun game. But, I have one question after the game.

I wiped his troops off an objective with a Greater Daemon. While his troops were alive I was contesting the objective, once they were dead and I was alone on it am I still contesting the objective?

My opponent claimed that I was no longer contesting the objective and that if the game had ended on turn 5 I had one he had one and my greater Daemon and Sorcerer who stood on the third were not contesting because all of his units were dead so it would have been a tie.

Is this the way it works?

Ash

I now know how this works.

Contesting Denies the other the objective up does not do anything for you. It is not some sort of half point.


Monday, July 27, 2009

Marneus Calgar - Gift for my Nephew









So even though it is against everything my Black heart of Chaos believes in. I painted the hated leader of the Ultra Marines whom I am now sure I will face in battle.

Here are the pics.

Ash

Wednesday, July 22, 2009

Battle Report - Black Templar & Chaos Space Marines vs. Space Marines & Tau



How it Finishes

This game has been a tale of the dice the SM and Tau can't roll over a two and Chaos is rolling only fives and sixes. When lesser Daemons take five wounds have a 5+ inv save and make four of them things are not going well for you.

At the start of four the last of the reserves come in, One Greater Daemon. He pops out of one of the rhinos and prepares to assault the Legion of the Damned, really the last chance they have to win the game is to get the legion to our objective and to cause as much of a distraction to us in the process.

The Legion of the Damned get lashed out by the daemon Prince coming up behind them, into the cross fire of the Oblits and even with their 3+ inv save get hammered I think they had three figs left after the four plasma cannon hits.

The rhino with the Lash uses its melta instead and kills the Iron Clad Dred blocking the bridge. The Greater Daemon assault and finishes off the Legion.

The Rhino gets blown up leaving a squad and my Lash in the open. Farsight and his posse assault the lash and his boys. He has a int 6 and Farsight only a 5 this lash has not used his PP because the melta fired from the hatch and the DP did the job for him. He lands one unsaved wound on Farsight and Insta kills him with the force weapon. Tau leader very angry at this point. Rest of his squad get slaughtered and sweeping advanced.

The game goes on after five but we have no takers and it ends.

Final thoughts.

When facing the Tau make sure they have the side of the board with the most terrain. Make them face LoS decisions every turn.

I hate Legion of the Damn and only got luck this time around.

SM Skimmers, by BT partner had them I don't think I will like them when i have to face them.

Over all we got lucky the dice were are today and the choice to have their objective on the bridge help us a lot.

Fun game Chaos had minimal losses, we sent the Black Templar (unlikely bed fellow that they were) out to do the dying. Needless to say they had heavy losses.

Ash