
Friday, 13 May 2011
Grey Knights - Brotherhood Champions

Monday, 9 May 2011
Grey Knights - Grand Masters and Brother Captains.

Saturday, 2 April 2011
Grey Knights: Nemesis Theoryhammer!



Wednesday, 30 March 2011
A look at the Grey Knights


Wednesday, 28 July 2010
Phoenix Lords
A Quick overview of the basic Phoenix Lords Stats, just to give an idea
WS BS S T W I A LD Sv
7 7 4 4 3 7 4 10 2+
Special Rules:
Fearless, Eternal Warrior, Fleet of Foot, Disciples (can only join his own Aspect, and makes them Fearless)

Asurmen
First up, I will look at the First Phoenix Lord, and first of the Exarch’s, Asurmen. This guy has the basic Phoenix Lord stats, which are Impressive to say the least. This guy comes equipped with a Diresword, which is a power weapons with the addition of, for each successful wound (after saves) the model must take a LD test or be removed from play (not insta-killed) but his is better, with the ability to re-roll failed to-wounds. He also gets an avenger catapult which has 4 Str4 AP5 shots on his wrist. Asurmen also comes with a 4+ invulnerable save, the only Phoenix Lord to get one. He comes with both Dire Avenger Exarch powers, Defend (-1A) and Bladestorm (+1 shot, but cant shoot next turn)
Jain Zar
Next is Jain Zar, she is the Phoenix lord of the Howling Banshee’s, if Banshee’s could assault out of transports I think she would be the deadliest Phoenix Lord, for 190pts, you get a Str 5 AP3 assault 2(?) weapon, AND an executioner which gives her +2S in combat. She comes with both Exarch powers, War Shout (enemy takes LD test, if failed WS1) and Acrobatics (counter-attack), but also gets Furious Charge, taking her, up to 5 Str 7 Power weapon attacks on the Charge, and the rest of the Squad up to 3 Str 4 Power weapon attacks each. But because they can’t assault out of a vehicle, they lose a lot of momentum, and can be easily picked off with their 4+ save.
Karandras
Karandras is the Phoenix Lord for the Striking Scorpions and comes with a massive 7 attacks on the charge, he can either take these at Str 5, or Str 8 Power fist. He has both Exarch powers, shadowstalk (infiltrate) and Move through cover, and Stealth which gives the Scorpions a 3+ cover save the majority of the time. The real downside is that he has fleet and his squad doesn’t, which means although he can take on most units on his own and happily slaughter them all he will then be left alone and without any support. Also the lack of an invulnerable save means that although he can and would happily kill most units, if he is using his power fist then he will be lucky to survive their attacks.
Fuegan
There is then the fearsome Fuegan, who will return for the Rhana Dandra, the time of ending. This guy is devastating, he comes with the basic stats, a Fire Pike (18” Melta gun) and both Exarch Powers, Tank Hunters, and Crack shot (Ignore cover and re-roll failed to wounds). On top of this he also gets Feel No Pain, and a weapon which lets him attack like a Monstrous Creature and at Str5, there isn’t much about this guy other than shear strength and destructive abilities.
Maugan Ra
With only two Phoenix Lords left, I think these two are the least useful, but still interesting. Firstly there is Maugan Ra the Dark Reapers Lord, he comes with a Shurican Cannon, which is assault 4 pinning AND rending! Plus he has an executioner on the end of it, making him Str 6, he comes with both Exarch Powers, fast shot (+1 shot) and Crack shot (ignores cover and Re-roll failed to wounds) he also gets acute senses to make him deadlier.
Baharroth
Lastly is Baharroth of the Swooping Hawks, he comes with Power sword and the Hawks Talon (3 Str 5 AP5 shots). He also gets both Exarch powers Skyleap (can go back into reserve) and Intercept (never hit a vehicle on worse than 4+). On top of this he grants his squad hit and run, which is helpful with their wimpy 4+ save.
Well there you have it, the Warp Spiders and Shining Spears don’t have Phoenix Lords as they are “New” Aspects, and were not around during the Battle in Heaven. Which is your Favourite?
Friday, 15 January 2010
[Orks] Waaaagh! Nobrot! Part 3: The Boyz
Welcome to my not so regular post working through the my green tide of an Ork army.
In this article, after looking at the numerous different army builds I like to try out, I figured I'd look at the core of the Ork army - the troop choices, and how I can use them and what their purpose is in my Waaagh.
For the moment, I'll leave out things like Nobz (and variants) and the Deff Dred being able to be taken as troops, I'll cover those in their respective categories and units.
With Orks being relatively cheap for their basic troops, it enables an Ork player to build large mobs of 20 - 30 strong boyz for a low cost, meaning you can have plenty of them on the table, unleashing a proper WAAAGH! I feel the core of an Ork army should be around about 60 - 80 boyz spread between mobs.
There's 2 basic troop choices in the Ork Codex, the Grotz and the Boyz (and the different types of Ork Boy you can make), so I'll run through them one by one.
Grotz
Grotz are a really effective troop choice in my opinion, albeit very weak, but they make up for it in the fact they're so, so cheap. A full unit of 30, with Runtherds and upgrades comes in at around 100pts. And as well, they're eligible to be a scoring unit. So this cheap unit can camp on or near a home objective while your more expensive and trusted Ork boyz can leg it across the board and smash anyone who faces them in the middle of the board.
The downside to the unit is the fact they're so weak... a good round of fire off pretty much any unit in the game can be forcing even a large unit of them to be taking a Morale check, and whilst the Runtherds can sacrifice Grotz to re-roll it, it's still a tough ask.
Best solution for this is camp them out of sight and out of the enemies mind and if push comes to shove... run away! Or better yet, rush from cover, all guns blazing and attempt to hack the shins of your attackers. Even if it's a Monstrous Creature or high T character, it's worth taking the Grot-Prod upgrades on the Herders just to be able to deal out a bit of pain.
I normally run them in a unit of 19, which means I only need to take 1 runtherd and CAN fit in a Battlewagon if ever I need to do so (you'd be surprised!).
Shoota Boyz
These guys got a real boost when the Ork codex got updated, giving them Assault 2 weapons. The amount of firepower you can get out of a 20 - 30 strong mob is astonishing and even then, you can have the assault power to either go in and start krumping them - or to take it on the chin next turn.
I like to use a 20 strong Shoota Boyz mob as a buddy unit for my Grotz holding the home objective. These guys head towards the next objective outside of my closest one. If anything comes near the Grotz, these guys generally have enough firepower or threat to stop them and let the Grotz finish them off with their BB guns.
They also make a particularly effective unit whilst in a Battlewagon, 18 plus the Nob accompanied by a Big Mek, being able to jump out and unleash a torrent of firepower into the enemy unit nearby, or even better unleash a drive-by Shooting from the open topped Battlewagon.
The downside most people have with using this unit is the low Ork ballistic skill... which I admit is a problem, but the amount of firepower you get back out of it more than makes up for it. I'll happily have half the BS of a Space Marine and twice the amount of fire power!
Slugga Boyz
Slugga Boyz, same points cost as the Shoota Boyz for Close combat beasts. A mob of 30 of these, lead by a Nob is going to cause serious and considerable damage to whatever it hits. Smashing an enemy unit with 4 attacks each on the charge is nothing to be sniffed at, combined with the furious charge. Marines will still be faster than you, but there'll be enough Boyz to take the damage and still hit home.
I like to run two units of 30 Slugga boyz in my lists forming the core pincers of my army. I have 3 Big shootas and a Power Klaw and Bosspole Nob to keep them in the game, should they ever need them. I've found on rear or side armour, the big shootas are quite handy for ripping open a Rhino and getting at what's inside.
The downside is, big mobs attract lots of fire, especially from templates. So normally my 2 are covered by a Big Mek with Force Field, but they still get munched by flamers, so whilst they are tough - they're still soft and squishy.
Trukk Boyz
Simple concept, a mob of 12 boyz in a Trukk, speed over to the enemy, hop out and hack to death whatever is on the other side. I'd initially not used my Trukk model other than to transport of Nob unit on foot, but found it died too easily carrying it's cargo.
So I eventually expanded to having 3 Trukks with a mob of 12 boyz (Sluggas and Choppas, 1 Big Shoota and a Power Klaw Nob) inside. And yes, once they're out they do die quite easily, but the speed and manouverability they offer, I feel is way worth it.
They are also quite expensive. 12 in a trukk with upgrades sets you back about the same as 25 - 30 do on foot. However, back this lot up with a Kustom Force Field and they're gonna be a nightmare to crack open.
Ard Boyz
The last troop choice is another variant of the Ork Boy, coming with a 4+ Save. The problem I have with these guys is that you can only have 1 mob of these per army, otherwise I'd happily upgrade each of my Trukk mobz to be Ard Boyz.
Equivalent to just short of two normal boyz, to earn yourself a 4+ save isn't worth doing in my opinion. I'd rather get a mob double the size and accept that some will die.
I've always wanted a Mob of them, made from Warhammer Fantasy Black Orc Boyz, so maybe one day I'll get around to it.
Conclusion
So there you have 'em. The Ork troop choices summed up and shown off.
I hope you've enjoyed reading it and the pictures of my units. Any comments, critiscism, feedback or discussion is, as always, welcome.
Peace out!
SB
Friday, 18 December 2009
[Units] Eldar Elites
Starting with the first choice of the elites is the Striking Scorpions. They are a measly 16 points per model, that’s the cost of a space marine, and for that cost you get… an Assault marine, with one less toughness. But at 6 points cheaper, not too shabby. However you don’t get fleet of foot, which for an assault unit isn’t too good, but given an Exarch for 12points and then with shadow strike they get infiltrate. Infiltrate is brilliant you can either outflank which means the turn they show up anything within 12” of the edge will be tied up, so devastator squads and other heavy weapon units, or they can deploy as a normal infiltrator, if there is suitable terrain to hid you 12” away from the enemy and you have turn one, then you have a unit in the enemy for them to have to worry about before the rest of your army arrive. A 3+ armour save and str4 weapons means they are a good all round choice, best for taking on horde armies where they can use their 4 attacks to greatest effect. Also they are one of the few Eldar units to receive grenades. The Exharch weapons are cheap and you can take either a power fist, or a weapon which varies from str4 to str8, unfortunately no power weapon options.
The other combat choice you have is the Howling Banshees, and on paper they are the best unit the elder probably have. 16 points and you get fleet, power weapons (on everyone) and initiative 10 even when assaulting into cover. The Exarch can make the enemy WS1 and give you the counter attack rule and a str6 power weapon isn’t to be sniffed at, but its only 3 attacks on the charge. However, they are not the be all and end all because they will normally be assaulting the enemies best troops, or at least their most armoured, still good yes? How do you get them there, on foot, with a 4+ save I doubt they will get very far very quickly. So take a wave serpent for them, there goes another 100 points, and when you get it there they can’t assault, they either have to sit in the Serpent for a turn, or stand and withstand the shooting. Another downer is they are str3 the enemies best troops are usually going to be at LEAST Toughness 4 which means you need 5’s to wound, suddenly those 30 attacks are whittled down to about 3, and anything more than a light breeze will blow the banshees over after their attacks in the first round.
The second most popular choice for the Eldar elites are the Fire Dragons. These can be a great option, but they are hard to use. At 15 points each they are cheap. There is no real NEED for an Exarch but he is a good choice still, he can be given an 18” melta or a heavy flamer and his powers give them tank hunter, not really needed with melta weapons, the second choice removes cover saves, mmm tasty, roasted marines. The fire dragons require a transport, there is no need for a wave serpent, as you only have 5 dragons, there isn’t a need for more, unless you really want to. So a falcon is your vehicle, but it is already a tank hunter itself, there are two options really, take out two tanks (potentially) or use the falcon to take out a tank, and if it does use the dragons to kill the passengers, or to finish the falcons job if it cant cut it. However you have to be careful because people of a blown up tank aren’t always happy you blew their ride, and any left will shoot/assault you and with a 4+ save your 5 dragons with crumble.
That leaves two Choices left, and these two choices look mean, nasty and down right dirty. Lets look at the Wraithguard first you can fit a unit of 5 in a wave serpent, they have an AP2 weapon that kills outright on a wound of a 6, its an assault weapon, and it ALWAYS wounds on a 2+ nasty also against vehicles on a 2-4 causes a glancing hit and a 5-6 causes penetrating hit. They have a 3+ save, and are toughness – so they are hard to kill, they are also fearless to boot. There must be some drawbacks then, and there are some big ones. Firstly they are 35 points each, 5 points short of a terminator, but the weapons warrant that, however the weapon is only 12” range, again fair enough there shouldn’t be much left to hurt you. The biggest drawback is that you have to have a warlock, 25 points for one, and it must have a power, otherwise you will have to roll and a roll of a 1 means, you can’t do anything, and are hit automatically in combat. However, if you take ten Wraithguard and a Warlock upgraded to a spiritseer (for 6 points) they become Troops. Brilliant. But at £7.80 per model few people field them for money reasons.
The final choice is probably the least used and the best looking in theory. The fearsome Harlequins. At 18 points per model they seem ok, they come with furious charge and Initiative 5 with 4 attacks on the charge (I think) they also have a flimsly 5+ invulnerable save, which is ok against power weapons as lascannons, but massed fire brings them to their knees quickly. Which is where their character upgrades become effective, you can give them a Shadowseer, which means night fighting rules apply to the Harlequins, but aren’t affected by wargear or rules which negate night fighting, but he is 30 points. All the Harlequins can be equipped with a Harlequins Kiss which gives them rending, this was brilliant in 4th Edition when rending was on the to-hit roll and you were rolling 30+ dice around, but now its lost some effectiveness, not a lot but some. They have the same problem as Banshees in being too fragile for their own good, transport options provide no help as you can’t assault out of it and walking is just painful to watch. There are better ways to spend your points but you must look at how they work on the table, not on paper.
I suggest a mixture of Scorpions, Fire Dragons and maybe some Wraithguard if you can afford it, and remember that Eldar are only good for doing bits, not wiping out units. Each unit can mop up, or cause a dent, so focus your fire and assaults on the enemies weakest point, or strongest unit in the open.
That’s it for this week, you will have to pick your favourite and best unit to suit you. Next week we will be looking into their troop choices. Enjoy for now.
Friday, 11 December 2009
[Units] Eldar HQ Choices
This week it is the Eldar HQ choices, starting with the first choice of the Eldar HQ’s the Autarch. The Autarch is probably the cheapest and in my opinion the best value for points HQ in the game. Starting at a measly 70pts coming with a 3+ save AND and invulnerable with a massive Initiative 6 and weapon skill/ballistic skill 6. Then when you start to add the upgrades which again are cheap he becomes better and better. For 10 points you can give him an extra attack which sounds expensive but when you only have strength 3 you need to maximize the number of hits. Another 10 points and he has a power weapon. So 90 points and you have high stats with minimum of 5 power weapon attacks. For another 10 points you can give him a Melta gun. 100 points and he is an all purpose leader with a brilliant skill to give you +1 to your reserve roll. Need the mobility give him a jetbike and he is now very mobile, with T4 and only costs 130 points in total. There are other setups which may cost more or less, and vary in effectiveness some better some worse than the one I have mentioned, try him out in a unit of shining spears or on his own. You wont be disappointed.
The second HQ choice is the Farseer. I avoid Farseers as they can become very point heavy very quickly. They look cheap with a basic cost of 55pts but that is with no powers, and only some protection from the perils of the warp. A 4+ invulnerable is a good save but not a lot of protection when a str6 weapon will insta-kill you. The points start to go when you have to buy spirit stones to use the precious second power. The next batch of points go on preventing enemy powers by making them roll 3 D6 and adding them all together. So those two bits take the farseer up to 80pts, still not a lot? Now we need the powers. You will want Fortune to re-roll those saves, that’s 30pts now you want either guide or doom, I prefer guide as re-rolling to hits is more important when you are hitting on 4s than re-rolling to wound when you are wounding on 2s. so that’s another 25pts. So now we are up to 130pts what if you want to make it easier for you to use your powers, another 10pts, give him a singing spear another 3 points. What if you want him on a jetbike, another 30pts, soon he is up to 180-200pts, and if you want a unit of warlocks with him, your spending more and more, especially for the jetbikes. They are good and useful for tank hunting or buffing your squads, but very point heavy.
The third viable HQ option that is worth the points is the Pheonix lords. Each one has its bonus’ and weakness’ but on the whole they are well worth the points, the only thing that lets them down is the lack of an invulnerable save. Fuegan can murder tanks and the people inside, on his own, Karandras is devastating in combat with 7 powerfist attacks on the charge. Jain Zar has an strength 5 AP2 assault weapon and a high strength power weapon. All the Pheonix lords come with Fleet which is a brilliant asset to their combat powers, even Mugan Ra has a strength 6 power weapon in combat on the end of his Shuriken cannon.
That leaves the Avatar, Eldrad and Yriel. I think for the points the Avatar is the best of the three but draws a lot of firepower which eventually takes him down, also only being strength and toughness 6 with 4 attacks makes him a bit weak in combat compared to a Wraithlord. Eldrad is a good replacement for a farseer for the points as a Farseer can accumilate points very quickly for what Eldrad does better, a very good choice. But Yriel is just useless. I fought against Yriel in combat and he was no-where near the standards of an Autarch. He also lost wounds quickly to shooting. For the points they are better spent on a real Autarch.