Friday, October 24, 2014

IA XIII: Tanks and Artillery

Let's keep this moving, eh? Today, tanks and artillery. Next time, whatever's left, or possibly horrible fanfiction. We'll have to wait and see.

Chaos Rapier Weapons Battery

Hmmm... If I could put them in a bastion, I'd sure like it a lot better. 40 points for 6 TL heavy bolter shots is certainly cost-effective, and we're probably upgrading them to hades autocannons because ectoplasma cannons are too short ranged and kill themselves, conversion beamers are too long ranged and never get to fire, and laser destroyers, well those might actually be okay at +15 points, but the hades is useful against the widest variety of targets.

Thursday, October 23, 2014

Dealing With Flyers as a Chaos Player

A break from filling you in on the marvelous splendiferousness that is IA: 13 to answer a question asked yesterday that I found interesting. That is, how do we deal with flyers?

Personally, I don't even factor them into my plans. Let's use my current working list for LVO which is Hounds with a Khorne Herald, two Tzeralds on discs, 9 Screamers, an LOC with all the fixins and Be'lakor plus troops.

I have pretty much no way to kill an AV12 flyer, and my AA is hardly robust... and I generally don't care.

Tuesday, October 21, 2014

Imperial Armour XIII: Flyers

I already talked about the Fire Raptor, which is in contention for the best thing in the book. Now we look at the other flyers and see how they fare.

Chaos Kharybdis Assault Claw

This is one of those things that might be really good, but you'd have to actually play one to find out and also, you probably won't. Unlike the Dreadclaw, this has an inertial guidance system, so you can land it right in front of your opponent's army and hit everything within 3+d3" with a S6 hit. It's a pretty big model, so that is potentially a lot of hits. Then it can boost away. After that, it has five S6 heavy 2 guns that can target independently, which isn't too bad, especially when it's zooming. I keep looking for the melta part of the melta ram, but it ain't got it.

It carries 20 Berserkers, and 20 Berserkers in your face is bad news, if like 700 points. Unfortunately, it isn't a dedicated transport, it's a relic vehicle and a heavy support choice, so it has steep competition. Despite the price tag, it just might be good because it has a very high chance of delivering 20 Berserkers to the enemy, and it can still fight once it does.

Of course, no one will ever know because you'd have to buy one, which is expensive, and there are so many obviously good choices in the HS slot.

Sunday, October 19, 2014

A Further Review of Imperial Armour XIII: Walkers

As I have already spoiled the things I think are the best units in the book, the rest of this review will be anti-climactic. I care not! First, a word on the Daemon Lords. They are, as far as I can tell, unchanged from their unimpressive incarnations in IA: Apocalypse Second Edition with the important exception that they are only allowed to comprise 25% of your army because FW didn't get the memo from Jervis that anything goes because that is very fun for all the little boys and girls.

Thus, to field Zarakynel, you would need to be playing a 2664 point battle. This makes them non-entities for any game of 40k I care to be involved in, which is well enough because I have Zarakynel's model, and she is worse than a Barbed Heirodule and costs more.

So let's talk walkers and see if there's anything here that makes you want to drop fifty quid or more on a finecast model.

Friday, October 17, 2014

I Review Imperial Armour Volume XIII

I have obtained by means entirely of a legitimate nature, a copy of the new Imperial Armour XIII: Hell on Wheels. Here on the west coast, FW is pretty much legal everywhere thanks to Reece, but you east coast fellows are still waiting for Mike Brandt to issue a fatwa allowing its use, which I'm given to understand will be at the next NOVA open.

There are two sections of note. The first is the new Renegades and Heretics army list, which is traitor Guard. I still have to go looking through that because it's brand new stuff. Even Reece hasn't allowed entire army lists out of Forge World books yet, but I'm betting he'll allow this one if you ask him nicely. No reason not to. We'll get to that in the fullness of time.

Monday, October 13, 2014

Nuance: Rolling Powers

A commenter asked what powers I was rolling with my psykers with the latest version of my 1850 list. I was going to answer in the comments when I realized that's a tricky question.

The psykers in question are:

LOC, 2x greater, lesser, ML3
Tzerald, ML3, disc, exalted
Tzerald, ML3, disc
11 Horrors
11 Horrors

I looked and looked and I can't find where it says whether traits are rolled before psychic powers or not. If someone knows the page, call it out. In BAO format, you roll them simultaneously, so you get to pick which goes first.

In this case, I will roll rewards first and see what I get. I got the lance and the reroll saves power. Love the reroll saves power with Grimoire. Now I don't need Precognition. Had I not got that, I might roll me some Divination. Nevertheless, I get to make an informed decision with my LOC when the time comes.

When it comes time to roll powers, I start with the Tzeralds to further inform what I do with the LOC. I want Cursed Earth more than any other power. If I don't get it, I roll thrice on Malefic with the LOC until I do or I run out of rolls. In this game, I did get it with a Tzerald.

So now I'm at the LOC. I have Cursed Earth, Shrouding and Invis and I have the reroll saves power. Let's say I got fleshbane/armourbane instead of reroll saves. I will now roll Divination twice. I want Precognition. If I get a useless power, I swap for Prescience because that will be useful. Misfortune is acceptable because it lets my Hounds take on things they otherwise couldn't, like Knights (both kinds). Forewarning is good as well.

I will roll once or twice on Divination and take what comes. With the third power, I'll probably take Summoning or Incursion if I roll it because the LOC is a good summoner.

Dat's da plan.

This weekend, since I had the reroll saves power, I rolled once on Divination, got Foreboding, swapped for Prescience, decided that was good enough and I gained nothing from trying for Precognition, so I rolled twice on Malefic and got Summoning and Incursion.

Sunday, October 12, 2014

How My Weekend Went

Upon being corrected about the fact that Juggernauts do not grant +1S like they used to, I immediately soured on my dumb idea. The disappointment was profound. I cried and cried, but then I stopped and made a new list for the tournament this past Saturday:

Lord of Change, 2x Greater, lesser, ML3
11 Horrors
11 Horrors
17 Flesh Hounds

Herald of Tzeentch, exalted reward, ML3, disc
Herald of Tzeentch, ML3, disc
Herald of Khorne, lesser reward, juggernaut
10 Daemonettes
9 Screamers


A respectable 16 Warp charge, invisible Hounds. Grimoire plus Cursed Earth on either the LOC (with stick of change) or the Screamers can fight Knights along with Be'lakor. I can summon or not if it's KP. I like it! So I brings it to the tournament and there is exactly one other person there! This is partially because they forgot to advertise it more than five days ahead of time, but also because the 40k competitive scene is very nearly dead. With Allan off on his world tour, there are two people in the fifth largest city in the nation who can give me a game.
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