Monday, January 30, 2012

Ptolemy Class Bombers Completed

Finished off the bombers today. I was really glad to get some dull coat on them as they chip really easily without it.

Also there is now a facebook page: http://www.facebook.com/HobbyOrDie

Painting guide:

Sunday, January 29, 2012

CoA Small Class Naval Unit Analysis and Tactics

So in my opinion this is definitely our weakest class with relatively difficult to use options. The main reason I say this is due to their limited range and firing arcs. I will try to keep this article up to date with my views and any rule changes.

Overall I think minimizing the number of small squadrons is a mistake. There are a few common reasons to take several squadrons such as:
  • Increased number of activations per turn. This reduces the extent to which your opponent gets multiple activations after you have activated all of your Squadrons. Additionally this lets you make 'inconsequential' moves while waiting for your opponent to commit or come into range.
  • Protection for larger ships from small/medium class models by obstructing line of sight
Compared to their cost other factions small ships generally do everything better than ours except for movement. Our movement is faster but this means that either you waste this advantage by holding back to provide support for slower larger vessels or you run up, do a suicide run and get blasted apart next turn.


Saturday, January 28, 2012

Cancon - Day 2!

Hi all - 3 more games and still doing well.

Game 1 - Multiple objectives and Hold the centre for the secondary, Pitched Battle. Honoured to verse Crynn from Melbourne!

Crynn was using Grey Knights - roughly had a Grand Master, Coteaz, 10x tooled up paladins, 10x strike knights, landraider godhammer with psyammo, venerable psyflemen, deathcults with a mystic and acolyte or so, thats the gist of it. He rolled high on scoring, so every unit ended up being scoring that could be.

He had first turn, and moved his landraider to shoot down my vendetta - that had been carefully pinned in place to avoid flat out moves in the scout phase. Unfortunately for Crynn, he failed to penetrate, which would cost him a lot. His psyflemen shot at my manticore in cover, doing a glance and a pen, both being saved. I think he ran forward with all his paladins etc, but had pretty shocking movements/runs on the whole.

My first turn I think blew off one lascannon from the landraider, via the manticore. Both my hydras shot his Venerable Dread, and blew off an autocannon arm. I think the vendetta killed one paladin with lascannon fire.

Friday, January 27, 2012

Cancon – List Comments and Day 1 Double Post

Hi all!

I’ve been crook, so apologies with not getting my list up earlier – I’ll post it here with some comments, and then briefly run through the first three games. The army list is off my head lol, so apologies if its slightly incorrect (it adds up on paper!!)

Imperial Guard – 1,750 points, Cancon 2012

Tuesday, January 24, 2012

Cancon 2012 and considering competitive play

Cancon commentary

So Canon is only 2 days away! In brief, cancon is a 1750pt 40k tournament, approx 130 players, 3 days and 8 games. Battle is a whopping 58%, comp only about 14%, painting 17% and sports 11% (this is all rough rounded, all scores are out of a total 350 possible points).

So why do so many people call cancon a soft tournament? This sort of analysis should really be a big part your list writing process, to put you in the beat position for a podium finish.

Most podium contenders should get an easy 80%++ for painting, given its a checklist system. That really only gives a 3.5% overall score between the worst contender and the best (and last year, no one got 100%).

Comp last year had the highest score somewhere around 40/75, and the lowest about 20/75. Comp is marked beforehand by a panel of 7 people not playing, who go through all 130 lists or so, with the average competitive list being about 2/5 equivalent. The top and bottom scores are discarded, giving you the average of the 5 middle scores.

So a comp of 40/75 compared to 20/75 gives a 26% variation between the very best and very worst scores, which in the grand scheme is only about 3.7% of the overall score. If we assume you take a moderately hard list, say 15/50, and compared it to the softest army capable of keeping in battlepoints, say 25/50, the variance becomes about 20% difference, or 2.8% overall.

Sports is 40/350, which a checkbox (tick 5 different boxes, did your opponent play slow, etc, and the TO checks where you get comp canned by your opponent. So for arguments sake, say the worst average score would be 3.5/5 compared to 5, losing 3.3% of your overall score.

Thus, realistically, if you have a chance of podium placing un battle, brought a solid list, don't play like a chump and paint your army - worst you can suffer is about 10% compared to your softest competitor, and more realistically about 7.5% (you played pretty well, average hard army, better than average painting score)

Now - the games.

With a 58% battle score, every single game comes in at abit over 7%. That's right - a single game nets you virtually all the soft score penalties. But its more than that - some of the bonus points are really hard to pull off from experience - most soft lists are going to leak bonus points everywhere, just trying to stick to the mission. Tabelling your opponent tends to fix these issues!

Cancon is a lot of fun - again with 8 games, 130+ players, a good dispersal of armies (everything bar templars atm), it should be something to look forward to. With the setup for points, a competitive army and player can really aim to do well.

Next I will run over my cancon list (imperial guard), a quick overview of how it works and how well it could expect to do!

Saturday, January 21, 2012

Painting the Covenant of Antarctica

This morning I painted up a few test models for my CoA. Other than picking out a few details they are complete and I am happy with the results, especially given the time taken. Still drying a little bit but here are some pics






I Started out by undercoating the models over a few days. I have also been undercoating my Necrons (pics soon) and for the first time in years nearly ran out of spray.

Undercoat completed I used the airbrush to give them a basecoat of Mordian Blue. Once that dried I gave them a Badab Black wash.
The wooden decking was then painted Khemri Brown followed by a devlan mud wash.
The guns and chimney stacks were painted Dwarf Bronze with a Leviathan Purple wash
The Propulsion System got a Chainmail coat then a Thraka Green wash
Finally the remaining metal parts were painted Chainmail and finished off with a Badab Black wash.

Also other than the airbrushed Mordian Blue the entire model was painted using my favorite Citadel Wash Brush.

On the next batch to save time I intend to try and paint the metal bits after the basecoat then wash the whole thing black or alternatively see if doing the purple wash over the Mordian blue basecoat and painted guns gives a good effect. Either of these changes should further cut down the painting time.

Wednesday, January 18, 2012

More FAQ thoughts

Hi all,

The new FAQ's have had a significant impact on a number of armies; not only have GW released the expected Necron faq, but a number of other issues have been clarified as well (and in interesting ways).

For those who don't want to read the detail - here is a brief summary/list of the major changes (though I would carefully read the faq's as to how they effect your individual army).

Daemons;
- Need to roll to hit with lash (not huge, being bs 5, but still a nerf...)
- If rerolling to hit/wound with warptime, you need to reroll all dice, not just misses...

Nids;
- Hive guard now ignore *all* cover unless it is intervening, that you are either in or touching. No more smoke for you!
- Lash whips (and coils for necrons) are now overridden by anything that further modifies initiative (halberds, furious charge, etc).

4 Biggies - Necrons, Deployment, Rerolls, and Firepoints.

Necrons!

I would say the biggest clarification to the Necron rules is that a necron court member can join a squad that already has a member from a seperate necron court.

Ie - Necron court A sends cryptek with eldritch lance to Unit C, and Necron court B does the same.

This in effect allows necrons to field very effective MSU units. Strength 8 ap2 at 36 inches is fantastic against many of the lighter vehicles that make up mech spam, and when you can fire 2 shots per unit of 7 models (5+2 crypteks) this isn't bad. The range provided by these lances is significant, particularly when considering a solar pulse to initiate night fight in your opponents turn. I mean, do you really want two waves of 10 str 8 shots hitting your army before you get a chance to hit back? Coupled with the str 7 multishots from annihilation barges, and I think we have a winner. Probably the most viable lists will now incorporate either warriors or immortals in 5 man squads with nightscythes (for the str 7 cannon) and annhilation barges (x3), giving you 8 vehicles or so + any command barges. Every unit can thus hurt mech and infantry alike.

Things like veil of darkness and mindschakle scarabs clarified to work how they do is a good thing - but with decked out courts, this army will get expensive very quickly. My suggestion would be focus on the core, and develop the tricks later. Other issues (such as whether or not a vehicle lost its +2 armour if it passed its cover save, and wether or not ) were also clarified, but were silly in the first place - no (australian) TO would have ruled otherwise. But again, good to have!

Moving on - Deployment! (and Dawn of War).

The FAQ has clarified (changed the rules) with deployment in that all marine armies that have combat tactics can split during dawn of war deployment, deploy both units, and count as a single unit! Thus you can now have up to four units of five marines deployed on the table at the start of dawn of war. This used to not be the case, as Dawn of War specifies two 'units' are able to deploy, not two 'force organisation choices'.

This is also significant with deepstriking, particularly with grey knights and blood angels that would use this tactic - split right before you deepstrike, and deploy both squads individually (after the single reserve roll). This also works with scouts/other units infiltrating the same way.

Now, the internet is in an uproar about how Imperial Guard platoons will now deploy - following the same reasoning, an entire platoon is considered one troop choice - giving you literally up to 70-80 models down per unit in the opening of dawn of war. The real argument begins with chimeras though.

With a normal dedicated transport, say marines getting a rhino, even with the new faq, the Dawn of War mission states a dedicated transport is considered a seperate unit from the troop (and thus takes up another troop selection). Chimeras are bought as dedicated transports for components of the platoon, but the faq says the whole platoon is deployed - and any units deploying 'in a non dedicated transport' will have to deploy seperately/roll seperately in reserves - say for example, a vendetta.

This would imply that if you are in a dedicated transport you can deploy with the platoon... but this doesn't meet the guidelines for the mission. I would suggest that chimeras 'dont' deploy with the platoon, following dawn of war specific rules, and that the exemption for non dedicated transports relates to other deployments (say outflanking, normal reserve rolls, etc). However, this issue seems to be very prickly, so I would check with your local TO to see their ruling before hand. Either way, this is a massive boost for guardsmen, and players who like their heavy weapons! At worst, you can deploy your HQ's chimera empty and a single troop chimera, for spotlighting everything for all those heavies...

Rerolling!

With the change in how Warptime works for chaos (when you reroll dice, you reroll all dice), many people are arguing that preferred enemy, and other instances of reroll dice that doesnt specify reroll misses, must all be rerolled or none at all. I expect most TO's will rule this way, though again it would need to be checked prior to. Note, things like Eldar's Doom psychic power specifies reroll failed to wounds, so you need to check in each instance.

Firepoints!

Any 'special rule' or 'wargear' that requires line of sight and is not a shooting attack can no longer use a firepoint. This again will need to be taken by a case by case basis - but note, psychic powers are not 'special rules' or 'wargear', and this is addressed by the first faq statement under 'psykers' on page 3 of the main faq (a psychic power that isn't a shooting attack may use line of sight from firepoints). However, certain abilities, such as the tempest storm from njal are not psychic abilities, and do require line of sight. You should check these on a case by case basis to see if your abilities are affected.

Many changes to think about!

Cheddar

Necron FAQ thoughts

Having been playing Necrons since they first got a codex and given that they are my primary army I am somewhat attached to them.

My thoughts on the FAQs:

As usual there are a a lot of 'duh moments' such as Entorpic strike vs vehicles or Dispersion shields against templates but it is good to have clarity and an FAQ to point to rather than have to try to debate it with someone.

A few of the cool stand outs were:
-Deathmarks targeting independent characters
-Mindshackle scarabs vs single models
-The ability to attach models from different royal courts to the same unit
-Quantum shielding not being removed if the penetrating hit is saved
-Veil of darkness

In terms of my strategy this means that ill be taking more mind-shackle scarabs as they can really save your bacon in CC.

Hunters from hyperspace applying to Royal court members attached to Deathmarks means that i can have a tremor staff that wounds on 2+...thats pretty mean for laying some hurt down. Also the way it now effects independent characters that are marked as the target increases their usefulness further.


Other than that most of the answers are how I read/played them anyway. The one slight nuisance is the ship coils now being applied before wargear that modifies initiative. I guess its just less reason to take wraiths. 

Tuesday, January 17, 2012

The Covenant grows larger

More stuff came in for my CoA fleet :D

In my games so far I have been struggling (against the British at least) to make effective use of the Frigates. Their short range shooting usually means that they are performing suicide runs which I think the Corvettes would be better for. Im planning to experiment more with the small class ships but I haven't been seeing as good a return on them for their points as the larger vessels.

Progress report:

All the large and medium stuff has been undercoated. Light and wind are preventing me from finishing off the undercoat on the smaller ships. Hopefully Ill be able to get it done tomorrow

40k - where to go with this?

Hi all,

Cliff is (brainwashed) allowing me to post here from time to time on some articles worthwhile - I'm mainly going to be talking about 40k, though I'll comment on some of the other games relevant to what we are doing.

With the new FAQs released the other day, and having followed closely a lot of the commentary from Stelek, Kirby, Warseer, Dakka, and Wargamerau, it is interesting how rules are now being interpreted - tomorrow I will put up a post outlining a lot of the new changes, and what they mean for the game, you may be surprised...

I would also really like to explore the necron codex a bit more, and see how viable they can be. It will be interesting seeing Aeon, for example, using them to smash face at Cancon. Likewise getting some more information on James Taylor's recent win with Necrons at the UK Masters tournament. Our own Masters is happening pretty soon as well, for that matter.

Anyway, on we go - many things to look forward to!

Cheddar

Monday, January 16, 2012

Starting Dystopian Wars

 Long story short I've been busy the last few months and havent made enough time or done enough hobby to hobby.

My progress on my Necrons has been really slow :( although I did get some metallics down on the destroyers and have nearly completed assembling a squad of Death Marks.




In other hobby related news, this year I have started a new game with some mates...Dystopian Wars.
So far Max and I have played a few games using his starter boxes to get our heads around the rules. He has been using the Kingdom of Bretonia (KoB) and I have been borrowing his Empire of the Blazing Sun (Japan/ EotBS).
First game using the entire Navel Battle Group box content

For myself I will be starting out with a Covenant of Antarctica fleet.

What I managed to snag from a local store


Aside from the rules which I think are absolutely amazing, the models are ridiculously cool. There is detail where it has no right to be, in overhangs and there are things like rivets in the sides of doors at the bottom of stairs that sink into the deck of the ships. Additionally on the resin models there are no mold lines or flash coming off the model except for at the base where it is very easily removed.
Covenant of Antarctica Naval Starter Box a few minutes after opening

The aircraft carrier had the most individual pieces (8 excluding turrets, most of the rest of the stuff is one piece)

Dystopian Wars certainly feels like the most tactical and strategic tabletop game that I have played to date.

Things I liked:
  • Clear detailed rules
  • Regular rule updates for the game (including great forum run by the creators with game designer->community interaction)
  • Cool, distinctive models
  • Minimal Assembly (can play using a fleet a few minutes after opening the box)
  • Low cost (less than $200 AU to get started to a tournament size with models to spare)
  • Stat cards for models (come supplied with the models)
  • Inclusion of details on other factions and special rules in the core rulebook
  • Land, Air and Navel combat all in the single unified system
The game works on a model by model (or squadron by squadron) activation system (I activate one when I'm finished my opponent does). this means that firstly you are active more often which makes the game more fun and involving (no sitting back and only responding by rolling the dice your opponent hands you. Secondly it adds an extra element of tactics for the order of squadron activation. Additionally it reduces the impact of alpha strike tactics. 


Another nice game play feature is the variable maneuverability of the various models, combined with the different weapon firing arcs and the ability to fire all your weapons regardless of movement. This means each model functions differently and is used to distinguish the play styles of the various factions.
I still haven't decided on my final colour scheme. I am leaning towards blue and brass. Being a steam punk setting I think everything looks better with brass.




I have some more goodies in the mail and hope to put some painting updates (and maybe even guides) up throughout the week.