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Sunday, 26 August 2012

Suppression fire and 6th ed.


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From a game at the ESC in Poland. Got back a week ago and it's been hectic. Hopefully, I'll be able to do a write up on the ETC trip soon. But 5th ed is finally over for me and I can start concentrating on 6th. Now I'll just throw out a couple of quick thoughts.

Suppression fire was very popular in 5th ed. The basic idea was to generate as many low strength shots as possible to force a crew shaken or stunned result. A glancing hit was just as good as a pen when you were simply looking to reduce your opponent's fire power. This also meant you could deal with more targets as destroying every tank was not necessary. But how about in 6th ed?

Glancing hits don't cause results, meaning that the amount of damage you can generate reduces drastically. They do take hull points off, isn't that great? Well, it only has an effect once you destroy the tank. Many people are saying that low strength high rate of fire weapons are the proper antitank tools in 6th. But you are basically being forced to destroy the vehicle. You won't get anything back from shooting at those targets before they're dead. This means you can deal with less targets.

Penetrating hits are the only way to shake/stun vehicles. I bet low av gunboats will slowly fade away but stuff like predators will still be viable. Do you really wanna shoot at it until you strip off 3 hullpoints? I'm thinking most lists will need a certain amount of high strength shots (preferably > 8) to throw at gunboats that you want silenced but not necessarily destroyed. If you explode the vehicle, then that's even better. But it's probably more economic to throw high strength shots at some targets, compared to stripping their hullpoints.

Friday, 3 August 2012

Hammerhead finale tomorrow, last 5th ed tournament


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 Tomorrow they are holding the finale for a series of tournaments that have gone by the name of Hammerhead 400,00. They prize in the finale is 400 euros (that's where the name comes from), which is insane on a Finnish scale. Since my etc list got swapped at the last minute (a player dropped, another took crons and I'm playing the Space Wolves) I'm gonna play the wolves at the tourney. They're using the ESC rulespack so it should be good practice. It's also my last 5th ed tourney, except the ETC of course. Anyway, a new runepriest, his chooser of the slain and a new weapon loadout on the dread is pictured above.

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PLAYER 5: Aleksi Lehtiƶ
ARMY DESCRIPTION : Space Wolves

HQ1 : Rune Priest (100) Living Lighning (0) Jaws of the World Wolf (0) Chooser of the Slain (10) [110]
HQ2 : Rune Priest (100) Murderous Hurricane (0) Jaws of the World Wolf (0) [100]

Elite1 : Dreadnought (105) assault cannon (0) twin-linked autocannon (10) [115]
Elite2 : Dreadnought (105) assault cannon (0) twin-linked autocannon (10) [115]
Elite3 : 4 Wolf Guard (4*18) 4 Combi-Meltas (4*5) 4 Power Fists (4*20) (each with 1 combi-melta and 1 power fist) [172]

Troop1 : 5 Grey Hunters (5*15) meltagun (5) wolf standard (10) in Transport1 [90]
Troop2 : 5 Grey Hunters (5*15) meltagun (5) wolf standard (10) in Transport2 [90]
Troop3 : 5 Grey Hunters (5*15) meltagun (5) wolf standard (10) in Transport3 [90]
Troop4 : 5 Grey Hunters (5*15) meltagun (5) wolf standard (10) in Transport4 [90]

FA1 : 2 Thunderwolf Cavalry (2*50) power fist (25) [125]
FA2 : 2 Thunderwolf Cavalry (2*50) power fist (25) [125]
FA3 : 2 Thunderwolf Cavalry (2*50) power fist (25) [125]

HS1 : 5 Long Fangs (5*15) 4 missile launchers (4*10) [115]
HS2 : 5 Long Fangs (5*15) 4 missile launchers (4*10) [115]
HS3 : 5 Long Fangs (5*15) 4 missile launchers (4*10) [115]

Transport1 : Rhino (35) dozer blade (5) transporting Troop1 [40]
Transport2 : Rhino (35) transporting Troop2 [35]
Transport3 : Razorback (40) transporting Troop3 [40]
Transport4 : Razorback (40) transporting Troop4 [40]

TOTAL : [1847pts]
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Monday, 30 July 2012

6th edition independent characters and unit durability


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A little thought on 6th ed and CC. There are certainly ways in which CC was nerfed but I'd say CC still has it's advantages. However, the role of characters in CC changed quite drastically. With the new wound allocation system you can greatly increase the durability of a unit. The key is moving into base contact with the right initiative group, so that you can maximize the amount of wounds you get to take on the character.

Whereas before players would just try to bypass Gazzy's 2++ by attacking the squad, if you chuck him in a squad of meganobz and position him right, THSS termies will realize that they aren't the kings they used to be. Similarly, you can increase the durability of glasshammer units like incubi by throwing in a shadowfield or Urien Rakarth. Bikes will probably be pretty popular nowadays as that +1 toughness makes you survive power fists without ID. Necrons probably pull this trick off best:


HQ1: Necron Overlord (90), Warscythe (10), Sempiternal weave (15), Phase shifter (45), Mindshackle scarabs (15) = [175]
HQ2: Necron Overlord (90), Warscythe (10), Sempiternal weave (15), Phase shifter (45), Mindshackle scarabs (15) = [175]
HQ3: Royal Court = [40]
Cryptek (25), Harbinger of Eternity (0), Chronometron (15)
HQ4: Royal Court = [40]
Cryptek (25), Harbinger of Eternity (0), Chronometron (15)

Elite1: 10 Lychguards (10*40), Warscythes (0) = [400]

It's just freaking expensive. The biggest problem is when your opponent has multiple initiative groups. Generally you'll probably see a single fist and then i4 marines. I'd try to block out the i4 marines, but with 2 characters you can ofcourse block out both. You can also force a challenge or make him not strike at all. MSS are really good in challenges. Ofcourse, your opponent should be trying to add as many initiative steps into combats as possible, possibly with an i5 character, i4 marines and a fist. Characters are still a good counter to many popular units (like THSS and mass power weapon squads). I got so excited I decided to write a list.


HQ1: Necron Overlord (90), Warscythe (10), Sempiternal weave (15), Phase shifter (45), Mindshackle scarabs (15) = [175]
HQ2: Necron Overlord (90), Warscythe (10), Sempiternal weave (15), Phase shifter (45), Mindshackle scarabs (15) = [175]
HQ3: Royal Court = [90]
3 Crypteks (2*25), Harbinger of Eternity (0), Chronometron (15), 2 Harbingers of Storm (0)
HQ4: Royal Court = [90]
3 Crypteks (2*25), Harbinger of Eternity (0), Chronometron (15), 2 Harbingers of Storm (0)

Elite1: 10 Lychguards (10*40), Warscythes (0), transport 1 = [400]

Troops1: 5 Immortals (5*17) = [85]
Troops2: 5 Immortals (5*17) = [85]
Troops3: 5 Immortals (5*17) = [85]
Troops4: 5 Immortals (5*17) = [85] 
Troops5: 5 Warriors (5*13) = [65]

FA1: 5 Scarabs (5*15) [75]
FA2: 5 Scarabs (5*15) [75]
 
HS1: 3 Spyders (3*50), gloom prism (15) = [165]
HS2: Annihilation Barge (90) = [90] 
HS3: Annihilation Barge (90) = [90]  

Transport1: Night Scythe (100), Elite1 = [100]

Total = [1845] 
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