The packaging for those tools

The second type of tools you need to be aware of is the composition of your army. There are a lot of factors that go into this but I’ll touch on some of the basics: 

1) Troops: This is a very very fundamental issue that it took me a very long while to grasp. when I started I just played Kill point missions. While interesting in the beginning, this is a very limited form of 40k. KP missions are 1/6 of book missions and usually less prominent than that even in the tournament scene. That means that troops are NEEDED in order to win objective games. If you can’t hold objectives because you have no more troops left, that puts a lot of pressure on you to not only have gotten first blood, but Warlord and line breaker, while destroying ALL of your opponents troops, or contesting his objectives. Point is it makes the game harder on you. given the layout of Objectives, I find that it is best to be able to have some troops that are ABLE to wind up on my opponents starting zone should I CHOOSE for that to be my course of action. You should not limit yourself by the mobility of your troops. this does not mean all of your troops have to be mobile, but having 2 troops that can take deep objectives or end the game where you need them to is incredibly strategic and critical at a high level of play. 

2) Model Count: you will have models and units die in a game of 40k. if you only have 6 models, no matter if they are all land raiders, or all daemon princes, you will lose. Maybe not to every list, but there is one person you will fight in a tournament or just randomly that will have brought a metric F-ton of meltas either purposely or inadvertently. There is no specific number that I go for personally, but you should be very aware of how your model count stacks up to not just your one opponents list, but most lists. If you are playing a low model count list, it might be because you have 5 daemon princes taking up over 1K points. But that still means you only have maybe 25 models on the table. compare that to a marine army (lets say averaging 60~ models depending on chapter/tactics). Even if you lose a (lets say) 3 of your 10 point troop models in an assualt to kill the 5-man marine squad with a Missile Launcher, you lost about 1/8th of your models and he only lost on average 1/12th of his. He might have spent more on his so in that way it was a good move, but he has the ability to lose more points because of the number of other models/squads he has to accomplish objectives. This is also why Greentide/horde armies, are perfectly fine losing 30-60+ orks on turn 1 and still winning They can have over 200+ models so even if they lose half them getting to you, your 60ish marines are still outnumbered 2 to 1 vs not necessarily better assault units but not bad ones either. 

3) Mobility: There are really only two things you do in 40K: hurt things to keep them from killing you too fast to get done what you need to, or avoid things so that you aren’t killed as fast so you can get done what you need to. This falls into the second category. If you aren’t mobile, that is okay, but you do need to be aware of it, and take that into account, vs say eldar or DE. Have a methodology of dealing with not just your own mobility or lack of, but also your opponents. If you are IG running a list that Tau can outshoot, but you can survive an assaulty Blood Angels list, that is great, but you’re still losing at your own game of being shooty gunline. If you are bringing one type of list, make sure that if someone is playing with a similar strategy, you should make sure that you won’t lose to them, while still being able to deal with people who are bringing a strategy that in theory would counter your strategy. 

4) Being Where you need to be: this is kind of an offshoot of mobility, but important enough that it warrants its own section. If you have a melta vet squad (or say a Fire Dragon squad) not in a transport, you better have a very good reason.for this, because for the most part these need to be in a very specific spot to be effective in their job. Make sure you set up each unit that specializes in something to be able to be where they need to be to get that job done. This also extends to the troop thing above. You need to be able to take objectives. even if you can take a very far forward objective, but your 2 squads of 5 Dire Avengers get shot off the 2 home objectives tehy’re sitting on, and you have no way of taking those, you might as well have not even had them there at all, because you aren’t getting them anyway. You need to make sure you can have what you need in the right spot at the right time. 

5) Type of models: You need to consider what type of list you are running (and as such what will destroy you for that). The few broad types that come to my mind are: Mech (lots of vehicles/transports in the av 10-12 range or well in orks case they can use Trukks (av 14 front with much weaker sides)), Infantry (can be in the form of gunline, horde, assualt, outflanking/deepstriking, mobile, etc.), Flying Circus (meaning lots of flying MCs), Nidzilla (usually referring to having a lot of MCs usually not many flying but still a lot of heavy hitters), Biker, Air force, Deathstar, and Balanced. This is not a complete list, but covers most of the general broad categories that you see most lists fall into. Each of these are good for different reasons and are bad in other circumstances. Be aware of which one you are running and how people anticipate you using it, and what their fears/worries are along with their hopes/dreams (by this i mean things like: “oh man I hope he doesn’t move there to charge that one unit” or “oh please let him not notice that, so that i can turbo boost -> torrent flamer with my Nightspinner with a Crystal Targeting Matrix” You need to know not only what you want to happen inside of your strategy and list type, but also your opponents. 

6) Toughness and Armor: Low Toughness, Bad Armor = lots of dead guys even if throwing paper ninja stars or flashlights will wreck these. Make sure you have a way of either getting them into or keeping them in cover to be effective. Usually this means an Aegis. ORKS IGNORE THIS. Low Toughness, good armor: Stay in cover as much as you can. You are more surviveable, but there are lots of things that can hurt 3+ or 2+ armor, and they will do a lot of wounds since you are low Toughness. High Toughness, Bad Save: for some reason certain Daemons seem to fall into this category, This just gives you more options of what you can essentially ignore, even if you have bad saves. If you’re toughness 5 or greater and you’re fighting guard, their str 3 guns even if they HIT 20 times are only making you roll 3-4 saves. High Toughness, Good Save, single wound: These are expensive, but also fragile in a sense. a good starcannon volley or plasma can really wreck your day, so make sure not too much of this can be brought to bear on this unit, since usually these squads are 200+ points for like 5 models and each wound loses you 40+ points. High risk, but can also be very effective for certain situations. Multiwound: These are the best. The reason Nobz are so good is because of this. They aren’t “better” than Terminators, but if you only get 3 wounds through them, as opposed to 2 on TH/SS Termies, the damage output of the Nobz squad is only lessened by 1 attacking model, vs the 2 model damage output of the Termies. you are paying in lots of points for those extra wounds, so make them count. 
NOTE: if something has an invul save, cover isn’t nearly as useful unless its an aegis or you’re planning on going to ground. 

7) Hull Points/AV: the reason why people say Dark eldar are made of paper is twofold: 1) open topped and low AV. 2) two hull points on venoms. The open topped used to be a much greater hinderance in 5th when everyone relied on vehicles exploding to kill them, and you couldn’t “glance to death” vehicles. Mainly now though its the lack of Hull points coupled with AV 10 on all sides. This was the same for War Walkers had in the previous eldar codex, until they got cheaper weapons and 5+ invul. This made them able to survive a little better, and also given that they’re in a squad and usually very long range can make them deceptively hard to kill. These are things you need to not only take into account with your own forces, but also in terms of your target priority vs your opponent. For example: there is no point in shooting 20 str 4 shots at a Chimera with full hull points, if your 10 man marine squad is the only thing left to shoot, or is the only thing that can hit that. You are only going to average 2 glances. Sure maybe you’ll be lucky and get more but you should always plan on getting less, unless you’re desperate. But most of the time, you need to have a rough feel of whether your vehicle can survive a turn wherever you move it. If it cannot, but you know that if they would have to spend most of their shooting to do so, because of cover or something, that is a good move if you have other threats that you want to bring in. If you have a Land Raider on the table, you should know exactly where every single melta, lance, rocket, and lascannon is on the table every turn before and after you move, and where they can get to that turn. You guys get it. if not message me. 

These are most of the facotors i take into consideration when building a list. 

I generally choose a unit that interests me, and think about its capabilities and what roles it covers out of these. Then I fill in the gaps with the rest of my list. always checking back versus that. The key is synergy though. You can’t rely on that one unit you like, so synergy needs to be between the other units too. Do not leave anything in your list that can be ignored. If you look at your list, you should be terrified, thinking of facing it. You’ll know how to beat it generally, but you should know its going to be tough. The way you do that is you look unit by unit and go: would i be stoked to have someone bring that unit against me? Also ask “which part of that unit scares me the most?” (this meaning like it can soak fire and tear apart things in Assault, or the amount of shots that can be put out, etc.) if you have any points invested in not doing those particular things that make that unit scary or more survivable to be scary, drop those things immediately, unless you have a really really good justification that you have run by an experienced 40k player (the one guy in the group/store that always wins or people don’t ask to play as much because they win a lot. There’s a reason they win so much and its not because of their codex. Its because they know the ins and outs of not only their particular units in their army, but their codex ,and not just that but other codexes too. There is something that you just don’t want to face in every codex, no matter which army you’re using. They know not just those units but the not as obviously game changing units/abilities that those codexes have. If they give you the seal of approval on your choice that doesn’t fit those guidelines, then you can TRY it. If it doesn’t work that well, change it, but give it a few games so that you know you’re used to using it right. 

As far as your core list, that you build everything around. Do not get too attatched to the particulars of it. You can be attatched to the strategy, but not the specifics. For example: baron beastpack with farseer is excellent, but there are other mini-deathstar beatsticks that you can bring as DE/Eldar allies, that if you are going that route, you can CONSIDER if you find that particular one to be ineffective.

What you gotta think about killing in 40k

There are many articles out there on winning at 40k. 

The way I think about things when creating a list is: 

Make sure I pack not only the right tools, but also enough of them. Redundancy is valuable up to a point, but don’t overdo it. 

By right tools I mainly mean in terms of firepower. You should have a consistent way of dealing with: 

1) Elite High Armor units: Terminators (particularly paladins for when you happen to see them, or TH/SS termies) and certain tau suits, meaning you need medium – high strength low AP weapons that you can either drop pie plates of or dakka a lot with. The new eldar “rending” means if you are playing eldar, you can mostly ignore this with enough shuriken and monofiliment. 

2) Mech lists: av 10-12 transport spam (expect 5-10). This means lots of dakka that can blow things up before it gets close either through variety of units having medium STR (5-7) weapons, since those tend to put out more shots than higher str weapons. You need volume of the 5-7 str stuff to reliably pop those vehicles. Essentially if you look at it: for +5 points per weapon on a War Walker you get either 8 str 6 shots or 2 str 8 shots (ap 2 for str 8). Those are essentially equivelent options points wise but given the way 6th plays out, penetration rolls aren’t the most efficient way to blast vehicles. It is about stripping the hull points, although those lucky explodes are always nice. *NOTE* that was for demonstration purposes only. For my lists it works better for me to take 2x bright lances on my walkers, given what else i have in my army. 

3) Heavy Vehicles: this is 2 parts: 
i. av 13 you can’t really spam so it kind of falls into the heavy category, but a lot of stuff is now at str 7 meaning it can deal with av 13 as if it were in the av 10-12 spam range. You still need to deal with this, but take those points into consideration. 
ii. av 14: mainly by this I mean Land Raiders and Monoliths. Everything else you just hit from the side and treat as lower armor, although this requires manueverability. However given that monoliths and land raiders do have 4 hull points, you do need a method of dealing with them. If that method dies though, you are sunk. So make sure it is either super survivable, or has a backup (even an inefficient or not perfect one. Best example was when i would use haywire grenades on wyches in venoms. I would take 2 of these mainly for the 12 bs 4 poison shots per venom, and the ability to score. If needed though, I would turbo boost up the board and next turn they’d assault that monolith and blow it up, if my Walkers weren’t gettting the job done) 

4.) Flying Monstrous Creatures: you need a method of grounding MCs that are flying. Given that they only take 1 grounding check per squad shooting at them (and only on a HIT *NOT* on a wound), make sure you bring a lot of different squads with decent range (or alternatively maneuverability) so that you can shoot 3-5 units at a MC just to ground it (you’ll take off a few wounds in the process). If you have split fire this is even easier, as you just portion out 1 guy shooting him out of each squad until you ground him while the rest of the squad still kills other stuff. Using cheap, small, low value units to do this is ideal (for example: say you have 3 squads of 3 Windrider Jetbikes just hanging around your backline, and you’re struggling vs the last daemon prince in a monster mash list at turn 4 (you will be hurting a lot and in a very precarious position if you don’t kill it this turn), but you have enough firepower to kill it if it were on the ground. send your 3 jetbike squads out and have them all shoot first, hoping they ground him (doubly effective since their catapult is TL, and probably least killy unit in your army, so their guns aren’t wasted that turn). 

5) Monstrous Creatures: You need a way to deal with MCs period, especially after you ground them. This usually means high number of medium str low ap weapons (or buckets of rending or pseudo rending since those auto wound). You want to minimize the number of units you need to shoot at one to kill it. There are a few reasons for this: 

i. Highly dangerous to elite units usually. The greatest threats to your opponent are usually in the form of Tanks/other long range gun platforms, or really tough to kill units. MCs can generally fair at minimum fairly adequetly vs these threats (in the form of either smash attacks to vehicles, tar pitting and eventually routing “stronger” units by shrugging off wounds with iron arms/it will not die, Kiting you in the case of riptide and WK, and just destroying you better as a mobile gun platform) 
ii. Horde units are generally ineffective vs them, leaving you with much fewer options of protecting yourself. 
iii. Points wise, while expensive MCs can take a greater punishment ratio than equivalent point value squad of MEQs, 
iv.most importantly though, the biggest danger of MCs is that they can seamlessly slip into any of these roles from one turn to the next. They are versatile and can usually do great damage to your plans either in the form of destroying or tying up units that you really really need in order to win. 

6) Flyers: the reality is they are not usually as dangerous as everyone made them out to be towards the beginning of 6th. That is not to say they are not dangerous, simply that they are not always the most efficient killers, so overusing them can be detrimental, so you’ll rarely see Lists featuring more than 3 flyers. This is even more true now because of the Tau codex, which just hands out not only skyfire, but interceptor like candy. You cannot ignore this though, so have some plans for dealing with that heldrake that someone brings (or even 2 or 3 of them). This does not mean you have to kill all of them, but you need to have a way to at least threaten them and should be 100% sure you can deal with 1 flyer (maybe even 2) no matter which flyer it is. Some of them are there for Anti Vehicle, and if you are running mostly a maneuverable foot list, you really aren’t hurt by it.. Conversely if you’re running mech and someone brings a heldrake, if you have people inside transports, you really are not going to care too much about losing 1 transport a turn out of 7-9 from that heldrake from turn 3-6. that just means he’s not burninating your precious troops. 

7) Hordes: you can very very easily get overwhelmed by a greentide or even ig foot gunline, if you aren’t prepared for it. Bring high volume shots and templates. Flamers are a universal favorite for killing weakly protected low toughness units that rely on cover. 

8) Deep strikers: If your opponent has them, you need to be conscious of it, especially if it is a drop pod list. This doesn’t mean you need interceptor, but it does mean be wary of how you move and deploy. 

9) Barrage weapons/artillery: These usually hang back and can ber very deadly, usually hiding in cover or out of LOS with decently high toughness/armor or AV. You need a reliable way to deal with these threats from long range if need be. I personally love wave Serpents for this role. That is pretty much their perfect role: killing “light” vehicles in cover. 

10) Snipers/other units that rely purely on cover saves: Lots of things ignore cover saves. Assaulting, flamers, tau, wave serpents, barrage/ordinance blasts (I forget which, I don’t have rules on me right now). Point is though, that some of these like pathfinders need to die not just on that turn but like before the game even started, if you know what i mean. That’s what these weapons are for. Bring them. You may not use them every game, but you will want to have them available. 

11) MEQs: Marines got a lot less expensive. You can put out a lot of them on the table with a T4 3+ armor save, not counting the cover. these aren’t hard to kill, but if you don’t check your list to see if what you’re bringing covers this range, you are asking to get your teeth kicked in. 

12) Fast Assaulting or even harassing units (usually have hit and run/etc): These things move fast, and hit hard. You need to either be able to avoid them to focus on the things that are supporting them or you need to be able to sufficiently weaken them first turn that they are ineffective in their turn 2 assault and usually negligible by the end of turn 2. 

13) That one thing that needs to die first or second turn or you lose: the nature of lists is that you have a weakness, due to composition of weapons or model types. Point is though there is usually at least one thing that the opponent brings that really fits that niche of being perfect for killing your type of list. After all it is a TAC list and you cannot rely on your opponent not bringing enough of the right tools. This is probably the most important thing to check for: ARE YOU ABLE TO HOLD OUT FOR THE TIME IT TAKESTO KILL THAT ONE THING? If you cannot, you need to change things until you can. This means either adding a unit that can rapidly and efficiently demolish that one threat, no matter what form, or having so many tough to kill or expendable redundant units, that you have the luxury of taking till turn 3 to kill it. This last scenario is not the case over 90% of the time. 

Those are the tools you pack for offense. I’m going to do the second post on defense.

Anime Expo Battle Report 1

My List for Anime Expo:

1750

 

HQ 103

Autarch w/ Warp jump generator, banshee mask, scorp chainsword, Fusion Gun  140

 

 

Troops 632

225

10 Guardians 95

w/ wave serpent w/ holofield and tl scatter 135

 

225

10 Guardians 95

w/ wave serpent w/ holofield and tl scatter 135

 

61

3 GJB w/ shur cannon 61

 

61

3 GJB w/ shur cannon 61

 

60

5 Rangers 60

 

 

 

Elites 215

10 Scorps w/ Exarch w/ claw, Monster Hunter 215

 

 

 

FA 380

10 Warp spiders 190

10 Warp spiders 190

 

Heavy 420

2 WW w/ 2 BL 140

2 WW w/ 2 BL 140

2 WW w/ 2 BL 140

 

Total 1750

 

My first game was against some Space Marines.  Not too worried even before looking at list, because Eldar tend to wreck meq.

His List was something like

cheap HQ with the gun that gets more powerful the further you are away

venerable (?) Dreadnaught with 2 flamers and CC weapons in a FW assault drop pod

10 of the guys with special shooting who can all take combi meltas in a drop pod. (i’m bad with names sorry guys)

10 marines with some random heavy/special weapons that were of no consequence

10 marines in Rhino (with 2 sets of  heavy/special that did nothing also)

5 marines

2 FW Contemptor Dreadnaughts with lots of dakka and searchlights.  Like 12 TL str 6/7 shots and cyclone missles on one…other one i forget…anyway bad news bears.

and then a Bastion with a quadgun.

 

Mission was primary Emporers will, secondary was crusade with 3 objectives in no mans land.

 

I won roll for who goes first and let him go first.

objectives for emporers will placed first in his back right corner and so i placed mine in front left.  Crusade had three objectives pretty much at midfield one left one mid one right so pretty even spacing.

 

He deploys bastion next to his objective.  combat squads everything.  3 drop pods.  one empty two FW dakka dreads right on hill in front of bastion.  one combat squad on ground, one up on top of bastion with the cheap hq with long range gun.  one combat squad in bottom of bastion.  This left the assault dreadnaught (who can assault out of drop pod on turn 1) and melta guys drop podding essentially on me turn 1 for alpha strike.  he has the one remaining squad of marines walking on and the one in the rhino driving on

 

I deployed poorly.  for a few reasons.  firstly did not realize i had to attack walker’s front armor in melee only.  Thought it was like every other vehicle so wasn’t too worried about losing walkers.  apparently my walkers were only thing that could reliably take out the av 13 dreadnaughts.

Also nightfighting active.

So i deploy my Spiders in a giant footprint in my right hand corner opposite him.  I surround with 2 wave serpents on the left of them and walkers lining the front.  essentially giving him no where to land and hurt my spiders.  This was a mistake that cost me all my walkers.  should have had spiders in front and relied on their armor and the cover versus the melta shots. Infiltrated rangers into a nice little raised ruins/building (it was essentially a floor up ruins giving a 4+) next to middle objective.  infiltrated scorpions out of LOS 12″ away from the dreadnaughts (note here: Scorpion claw is str 6…versus av 13 can’t touch…thought I was going against av 11 for back armor)

First turn:

Dreadnaught and meltas come in perfectly no scatter.  The meltas pretty much finish off my two right squads of walkers with minor help from the quad gun or something i forget what.  point is those died. taking like 1 spider from a squad or maybe it was 1 each idk not enough to matter.

melee dreadnaught tries to set waveserpents as primary targets for flamers…no dice so goes for 4 hits on last 2 walkers from each flamethrower.  then the ranged dreadnaught misses his searchlight and blasts ineffectually.  however second ranged dreadnaught lights them up with his searchlight first then with guns…they die in fiery death killing i think 1 more spider…they don’t need a check on the autarch squad yet though.  that was his first turn.

 

My turn.  I don’t want to fight all the stuff at once especially with no walkers.  I try to warp jump with my autarch squad…go like 8-9 inches and cry…the other ones go 17 and are gone upfield in a blink.  Scorpions move in to assault the 12 shot TL bs 5 FW dreadnaught (we did not realize this was illegal since I can’t actually harm it till after the game was over).  I turbo boost my two wave serpents across the board and face the bastion and essentially coral him in his little corner of the table.  my derpy spiders with autarch try to run.  Try being the operative word there.  They litterally get a 2 then a 1.  Only like 2 get shots at back armor of dreadnaught and the autarch misses his melta…bad day.  Luckily other spiders run like 6 or something ridiculous and then kill the combat squad on the hill. Snipers derp as per usual but hold strong on the objective.  Scorpions charge dreadnaught i think losing one in the process, but don’t quote me on that…like 10inch charge on first roll…so that happened.  that dreadnaught tried to kill scorpions all game, but didn’t kill one i don’t believe…point is those guys stayed locked in combat all game.  Autarch spiders derp on jetpack move and wind up like 6″ from dread naught…gg for them.  Other spiders jump like 11 inches behind the hill in front of bastion for a 4+ cover…good enough.

Turn 2 –

Dreadnaught walks up and burninates the country side…on my warp spiders and autarch…also apparently the guys who deep striked in with the combi meltas have special ap 3 rounds…not a good day for that squad…so he now has warlord in addition to first blood.  Rhino and 2nd marine squad comes on…empty drop pod comes on and scatters off the table (i don’t think thats how it works looking at rules now, and upon reflection, but at the time thats what he said happened and I was like “sweet!”)  2nd marine squad comes in behind serpents and attempt to dakka along with the remaining shooty dread.  doing like maybe 1 glance to a waveserpent…3+ cover ftw.  Rhino comes on on far left trying to drive up and claim objectives. flat outs.  Bastion bottom floor comes out…all those marines shoot at remaining warp spiders…maybe kill like 2-3…pass the leadership check easy peasy.  Nothing with spiders and dreadnaught…litterally nothing happened all game with them…just going to ignore them for rest of the report.

my turn 2 –

Wave serpent moves 6 sideways and drops Guardians into cover as much as possible.  Warp spiders move towards the combat squad now out of the bottom of bastion.  I think a GJB squad comes on but who cares really…going to take objectives and win by game end so *shrug*.  Warp spiders delete the combat squad then run to the base of bastion…a plan is in motion.  unloaded guardians melt like 4 marines who manage to make their leadership check with 1 dudeman left. Rhino goes immobilized from side/back armor with TL scatter and serpent shield…yeah so that happened.  2nd serpent ( the empty one i believe) shoots at the squad on the bastion after some thought and deliberation.  clearing the whole squad except the commander.  Rangers derp again.  They literally did nothing all tourney but soak shots and hold objectives.  Now the brilliant plan.  Warp spiders assault move 6…just enough to get on top of bastion…which they couldn’t move onto before because of the squad on top.  Thank god for not caring about passing through the inside b/c of jet packs (they had to only go straight up which was 6 inches…lucky roll).

turn 3 –

marine dude and shooty dread naught try to kill enough guardians to force a check and i believe they failed it.  The drop pod melta dudes …oh yeah one of the squads got pinned by rangers…so i guess they did 1 thing all tourney…other squad moves up to shoot at rangers as dreadnaught tries to burninate them.  fails a bunch of wounds.  rangers are alive and kicking.  enemy HQ does nothing worthwhile.  CC Dreadnaught fails a 6 inch charge through cover… on rangers… woot! Thats his turn

my turn 3 –

second guardian jetbike squad comes in so i end up turbo boosting in a circle on my home objective for 4+ cover.  Wave serpent thats empty then pops rhino.  I get warlord with spiders (thought about using his own quadgun but the Spider “rending” shots were better versus him (I think he was in termi armor or something).  my Running guardians regrouped and ran a little bit towards left objective trying to GTFO…they were only like 4 strong by that point.  We were pretty much done by this time and were running out of time so made next turn our last one.

Turn 4 –

Marines do something useless on the left.  One in middle runs for objective in middle to grab it.  the other dudesmans with the meltas run to try to get linebreaker.  CC dreadnaught can’t reach anything…other shootynaught does something that does not effect outcome.

 

my turn.  I turbo boost bikes and run guardians to contest his mid objective and take both primary and secondary, and then warlord and linebreaker. so 9 points to his 2.  I could have probably destroyed all his troops that turn with shooting along with the infantry.  leaving only dread naughts on the table but didn’t want to add insult to injury especially with the time limit.

 

More to follow

Spamming units

This was written in response to this article on Frontline Gaming:

http://www.frontlinegaming.org/2013/06/26/strength-through-diversity/

Specifically though, there are certain units that SHOULD be spammed a little (not overly so like FD’s used to be), but there are superior units in each category. However everything has a weakness, be it in Force organization chart slots, point effectiveness, or just over use of a certain type of firepower is not always getting you the most “win” per point.

For Example 90 points in guardians 12″ range kill only slightly less paladins, than 190 points of Warp Spiders. What is the better unit? Warp spiders. Which would i want to kill some paladins with when they are then going to be sacrificed? Guardians. for 180 points I could get 20 guardians and Kill waaaaay more paladins than 190 points of warp spiders. However warp spiders have things going for them A) non transport reliant mobility B) higher str shots c) vehicle popping d) the “OMG THEY CAN MOVE THAT FAR!!!!!!!” factor. However guardians have a few things going for them A) Troops B)load the 10 guardians up in wave serpent for 225 points and stuff will die…lots of stuff, not just from wave serpent but from moving 6″, unloading 6″ firing 12″ or running then firing (thats like a 24+” threat range from back of serpent) C) more dakka for points.

Point is you don’t use those two units the same way. Warp Spiders are technically better due to versatility, but that does not mean I shouldn’t take guardians even though their roles overlap a little, they have different strengths and weaknesses. That’s why diversity is good. you have more tools in your toolkit. However the flip side of that, is that you have to know how to use those tools and know which tools the opponent has that will cripple your critical tool. Target priority and movement becomes a MUCH MUCH bigger deal when not playing a spam list.

My thoughts

Fifth game with new Codex

First Post. EVAAAAR.  I have never done a real blog before.

First things First.

I am Qballony, no expert on the tournament scene or anything like that.  I have been playing 40K for the last 3 years.  I have only played Eldar (with DE allies at times).

I win a lot more than I lose.  I am based out of Los Angeles and frequent some of the shops in the area.  I play to win.  I do not make lists “just for fun”.  Sometimes I feel bad about decimating people, but then again I lost my first 10 games and many many after that, so its all about learning and progression.  If people feel bad about losing and don’t want to play anymore, then they are not going to improve.

Moving on to the  nuts and bolts of this blog.  With the release of the new codex, I have modified my army list.  I used to run a Harliestar with lots of Jetbikes and Walkers, 2 venoms with wyches, and a Ravager for anti tank, along with FD’s on a quadgun for more cheese.  I am incredibly happy with the new codex, because Eldar are stronger than those crutches of ignore cover quadgun and rerollable 2++ saves.  We have options now.  My current list for 1750 that I am going to be taking to a tournament soon is:

Eldar 1750

HQ-1, Elites-1, Troops-5, FA-2, Heavy-3

HQ-98

Autarch- S. Chainsword, Fusion Gun, Warp Jump Generator – 98

Troops-632

10 Guardians (90)- Wave Serpent (135)- TL Scatter, Holofields – 225

10 Guardians (90)- Wave Serpent (135)- TL Scatter, Holofields – 225

3 Wind Rider Jetbikes – 1 Cannon -61

3 Wind Rider Jetbikes – 1 Cannon -61

5 Rangers – 60

Elites – 220

10 Scorpions – Exarch – Claw, Crushing blow – 220

Fast Attack

10 Warp Spiders – 190

10 Warp Spiders – 190

Heavy Support – 420

2 War Walkers – BL,BL – 140

2 War Walkers – BL,BL – 140

2 War Walkers – BL,BL – 140

 

I tried this list out for the third time yesterday. (previously vs a Henchknight list, and a fun psycher/pinning IG list played by the same very strong opponent.  He Conceded both games around turn 3)

The list my Opponent was running was fairly standard DE list

HQ

Archon – Venom Blade, Shadowfield, Grenade launcher

Troops

5 warriors – Raider – Nightshields, (5++ invul save) Shield

5 warriors – Raider – Nightshields, (5++ invul save) Shield

5 warriors – Raider – Nightshields, (5++ invul save) Shield

5 warriors – Raider – Nightshields, (5++ invul save) Shield

5 warriors – Raider – Nightshields, (5++ invul save) Shield

5 warriors – Venom – 2SC, Nightshields, (5++ invul save) Shield

Elites

3 Incubi – Venom – 2 SC, Nightshields, (5++ invul save) Shield (Archon ran with these guys)

3 Blasterborn – Venom – 2 SC, Nightshields, (5++ invul save) Shield

Fast Attack

9 Reaver Jet Bikes – 3 Blasters (or lances…I forget which…it didn’t make a difference)

Heavy Support

Ravager – Night shields, 5++ shield

Fighter Plane (forgot name!) – 2 Lances, 3 Monoscythe Missles, 1 Neurotoxin

Fighter Plane (forgot name!) – 2 Lances, 3 Monoscythe Missles, 1 Neurotoxin

 

Setup:

Misison: Relic

Deployment: Dawn of War

Nightfighting – Yes

1st turn/1st setup – DE

Deployment – DE player deploys his 2 elite venoms near middle near the Ravager, then spreads out the other raiders along his board edge, in an attempt to alpha strike me.  Reaver JB behind Ravager.

I deploy 4 walkers behind ruins in the middle of the board.  A little to my left there is another ruin for me to hide other 2 walkers behind and a wave Serpent.  Very far on the left near edge of board, there is another ruin to hide 2nd wave serpent.  I deploy both squads of spiders behind ruins on the right, since I am going to use them to alpha strike his ravager or anything that moves into range.  The autarch is with the squad hidden more and further away in the corner.  I infiltrate ranger squad and Scorpions about midfield on right side directly in front of autarch’s warp spiders.

I DECLINE to seize initiative.  Some of you might wonder why i would do this vs DE.  Simple answer: even if he gets first blood on scorpions or rangers or gets SUUUPER lucky and gets a walker squad, if he moves forward AT ALL.  That puts not only my Warp Spiders within easy striking distance, but also my wave serpents might be able to do my favorite thing ever (move 6″ DON’T ROTATE, Deploy 6″ from the back to get a little ahead of the front of the serpent, then either Battle Focus into Range of 12″ 20 str 4 psuedo rending shots, or shoot then Battle Focus backwards or into ruins.  People are always surprised by the range at which you can do this (you only need ~18″ from the front of your serpent to do this).

1st turn:

Bad Choices for DE player, Scorpions need to be dealt with, rangers aren’t an issue, but he needs to get firstblood to win in the relic in his mind since he does not have as mobile of troop choices.

He sends archon/incubi venom 6 inches into area terrain to try to unload 3″ or more so he can get within a decent charge range for my scorpions.  Moves some stuff to try to deal with the right side of the board with all my scorps/spiders/rangers.  Unfortunately he doesn’t want to waste the shooting potential of the left half of his army, so he moves those forward including the ravager, both the blaster born venom and the warrior venom, along with 2 more raiders.  He moves Reavers forward

Shooting: Shoots 1 venom and  some warriors from raiders at scorpions killing like 2. Somehow he dropped one ranger too…i forgot how.  His raiders all fired on either my middler-ish squad of spiders or one of the Sqauds of war walkers.  He took out 3 warp spiders forcing a leadership and immobilized one of the left most walker squad.  Still doesn’t have first blood.  Then turbo boosts the reavers over the scorpions, scoring 9d3 auto wounds str 3.  Getting about 19 hits (if i remember correctly), and wounding on like 10-12 of them…lots of saves on scorpions.  Thank god I don’t lose exarch. End that with 4 scorpions including exarch left.  I roll the leadership.  I make it!!

Assault: to sum it up: YOLO.  DE player attempts the 11-12″ charge through cover to scorpions with archon and incubi, to finish them and try for first blood.  I try to overwatch getting 1 and either failing to wound or he saves it.  He does not make it by a long shot, then rerolls for fleet.  Still not good enough.

Thoughts after turn 1: DE alpha strike = unsuccessful.  I wasn’t even rolling that hot or anything and he wasn’t rolling bad, just he doesn’t have a lot of low ap weapons, and those that he has don’t put out enough shots to do much when I’m in cover.

Eldar Turn 1: Note: by this point we had both forgotten about nightfighting.  it would have helped a little bit for him.

Movement: 2d6+6 = 15 apparently for first squad, and 14 for the autarch squad (who gets double 4s so i have to roll to see if autarch dies and gets sucked into warp…he doesn’t). Warp spiders both jump forward squad of 7 towards middle to take care of ravager. autarch to handle the archon. Scoprions move towards reavers which are now stuck at board edge about 6″ away, but might as well assure the charge.  Both walker squads behind mid ruins move out to shoot.  Wave serpents both move toward left flank to help clean up anything that the walkers don’t finish.

Shooting:

Autarch spiders have terrible rolls, only getting 1 ap1 and 7 regular wounds.  one incubi dies forcing a leadership before he LOS the other 7 off archon to the incubi who make every save.  I Battle Focus back a few inches. Rangers fire and roll one 6 and three 1s.  I put the shot on the incubi hoping to pin them.  I either don’t wound or the save is made, i forget…point is didn’t work out.  Scorpions fire into the reavers managing to kill a BL reaver despite the 3+ cover from flat out and skilled rider.  the 7 spiders take down ravager easily with like 4 pens 1 glance. Blows up.  1st walker squad attempts to take out blasterborn venom and gets one HP on it.  2nd squad finishes it off, blowing it up from open topped + ap 2, wounding all three blasterborn inside, but he rolls like a maniac getting 5,5,6.  sad day.  Other walker squad blows up a raider less than 6″ away and kills 3 of the 5 warriors inside and wound one trueborn.  i forget to battle focus one of the walker squads so they are out in open with only 5++. oh well.  One serpent like a boss TL scatter lasers and serpent shields the other venom on the left flank with warriors in it blowing it up, killing 3 and not being a large enough blast to kill any trueborn.  Last shot is serpent #2 who doesn’t like lances at all so just unloads on the trueborn in the crater, murdering them easily.

Assault:

Warp Spiders both jump back (the 7 got a big enough jump to get back to original position, while the autarch squad moved behind the rangers).  Scorpions assault reavers.  Mandiblasters kill 2. simultaneous scorp claw and reavers who apparently Init 6.  I kill 2 he kills 2 in that exchange. my 1 remaining scorpion strikes back killing 1.  I win combat by 3.  He rolls a 5 for leadership, just enough to stay in combat with his remaining 3 bikes to my 2 scorpions incl. exarch.

Thoughts: Kill count is 1 ravager, 2 venoms, 1 blasterborn squad, a raider, reavers locked in combat and probably dying this next turn, and 2 warrior squads at 2 of 5 (Note: he made all his pinning and leadership checks).  Pretty solid turn.  Don’t know how he’s going to recover even with the 2 flyers

DE turn 2:

Both Flyers in.

Movement moves the incubi and archon up to assault rangers venom and 2 raiders on the right move up to get at the 7 strong squad of spiders.  far right raider moves up and unloads warriors to dakka rangers and double assault. final raider on the left moves and unloads troops to attempt to grab relic, being just short.

Shooting:

raiders mainly unload on walkers in the open, either failing to glance/pen or i make a 5 or 6 save.  No damage. final venom unloads into spiders, failing to kill any.  Flyer 1 shoots at walkers 2 lances and 2 missles.  one imobilized by lances.  Two missles do 4 hits to walkers and one hit to nearby spiders.  I lose the spider even with 3+ armor.  I take 1 unsaved pen that does not blow up the walker, so just wrecked.

At this point we call it, because we are keeping shop open too late, opponent is getting tired, and I think he was feeling defeated by ineffective shooting.  I count this as a win but don’t need to force the issue of who won with him, since i don’t know him well.

Final result after 2 turns of DE shooting: 1 wrecked walker, 1 immobilized walkers, 8 dead scorpions, 1 dead ranger, 4 dead warp spiders, and 1 Spider sucked into warp.

Body count after 1 Turn of Eldar being Eldar: 1 ravager, 2 venoms, trueborn squad, 1 raider, 6 reavers, 1 incubi, 2×3 warriors

wrap up thoughts: did not know you could fire transport guns at different targets than who the guys inside fire at.  Checked in BRB this is a fact.  Also I’m pretty confident I would have tabled him by end of turn 3 if we hadn’t stopped.  He didn’t have enough firepower left to slow me much and I could have finished off his vehicles probably next turn and most of the infantry with my guardians leaving only the right flank of warriors and the incubi/archon squad and the 2 flyers for the next turn.  I would have lost rangers and my scorpions would have been hurting big time, but you can’t not take casualties.

Feel free to comment or give any critique/criticism/advice or w/e else you want to say