Friday, April 25, 2008

Slightly Unnerfing

Maybe I'm leaving some detail out of my calculations, but it appears to me that if the rumored vehicle damage rules come true, it will actually be harder to damage eldar skimmers with holo-fields and spirit stones than in 4th edition.

In 4th edition, for a BS4 unit to do anything more than shake a vyper/falcon with holos and stones it takes, on average:


  • 21/n bolter shots
  • (95%/n to shake or less)
  • 10/n heavy bolter shots
  • (89%/n to shake or less)
  • 4/10 plasma or autocannon shots
  • (74%/90% to shake or less)
  • 4/6 krak missiles
  • (67%/82% to shake or less)
  • 3/4 lascannon shots
  • (60%/74% to shake or less)

  • 21/n bolter shots
  • (95%/n to shake or less)
  • 11/n heavy bolter shots
  • (90%/n to shake or less)
  • 6/25 plasma or autocannon shots
  • (80%/94% to shake or less)
  • 5/14 krak missiles/6-12" melta/exorcist launcher shots
  • (75%/92% to shake or less)
  • 4/10 lascannon/0-6" melta shots
  • (70%/89% to shake or less)

Notice those are shots, not hits. If the rumored 5th edition vehicle damage table is accurate, to do anything more than shake the same vehicles it will take the same unit, on average:

  • 55/n bolter shots
  • (98%/n to shake or less)
  • 15/n heavy bolter shots
  • (93%/n to shake or less)
  • 6/25 plasma or autocannon shots
  • (83%/96% to shake or less)
  • 5/14 krak missiles
  • (78%/93% to shake or less)
  • 4/10 lascannon shots
  • (72%/89% to shake or less)
  • 3/6 7-12" melta/exorcist launcher shots
  • (60%/81% to shake or less)
  • 3/4 0-6" melta shots
  • (56%/71% to shake or less)

This assumes they moved 12", meaning they got the rumored "5+ cover save" for moving fast and were able to shoot at least one major weapon. Vypers will be only slightly more resistant to major damage from the higher strength weapons, but otherwise it looks like both vehicles are like doubly hard to bring down! Someone please prove my math wrong!

Besides the obvious boost to falcons as transport options,
I predict fire prisms will start to pop up in more eldar armies, with sets of three being especially powerful. Other than close range weapons like fusion guns, singing spears, or haywires/meltabombs, it'll be the best gun to take down monoliths and land raiders that the eldar have at their disposal. At best they'll be glancing and doing no more than immobilizing them with S8. I expect both of those AV14 monsters to become more popular as well. I would bet that the Ravenwing flying land raider will be tougher, too.

edit: Thanks to Jim for pointing out my error in my 4th edition calculations. I was including the possibility of using the penetrating damage table, when only glancing is possible in 4th against SMF! I knew the rule but copy/pasting must have got the better of me. I put the corrected versions up. So basically lower strength guns will have a bit harder time, with Vypers obviously benefitting the most from this, but high strength guns will have the same odds or better. Good to know. I tried to reorganize the data a bit below. I also calculated meltagun and exorcist launcher odds. Those get much better at bringing down SS/HF skimmers in 5th.

To do more than shake a SS/HF vyper in 4th edition vs. 5th edition, it takes a BS4 unit:

  • 21 vs. 55 bolter shots

  • 11 vs. 15 heavy bolter shots

  • 6 vs. 6 plasma gun/autocannon shots

  • 5 vs. 5 krak missile launcher shots

  • 5 vs. 3 7-12" meltagun/exorcist launcher shots

  • 3 vs. 4 0-6" meltagun shots

  • 4 vs. 4 lascannon shots



To do more than shake a SS/HF prism or falcon in 4th edition vs. 5th edition, it takes a BS4 unit:

  • 19 vs. 25 plasma gun/autocannon shots

  • 13 vs. 14 krak missile launcher shots

  • 13 vs. 6 7-12" meltagun/exorcist launcher shots

  • 7 vs. 4 0-6" meltagun shots

  • 10 vs. 10 lascannon shots

Wednesday, April 23, 2008

Tarots and Peas

I'm bringing a new character on board my never ending inquisitorial soul train, next stop, purgation station, get your palms read for a paltry pittance, your blasted warp beasts banished for a buck: a daemon hunter inquisitor with emperor's tarot. I had the perfect model sitting in front of me the whole time, but I was thinking I was going to use him as an acolyte instead. Nah. I'd rather get a leg up on first turn. Plus he can hang out and still get love from the chirurgeons (don't tell him he's just an ablative wound after 1st turn). I still added another acolyte to the witch hunter's retinue, gave the seraphim VSS an eviscerator, and switched over to the callidus assassin. Pick side, go first, word in your ear. Not a bad 2k army I think.

Cannoness
blessed weapon
inferno pistol
mantle of Ophelia
cloak of St. Aspira
jump pack
book of St. Lucius
frag grenades

Ordo Hereticus Inquisitor Lord
liber heresius
psychic hood
carapace armor
2 chirurgeons
2 acolytes
carapace armor
3 gun servitors
3 heavy bolters

ELITES

Ordo Malleus Inquisitor
emperor's tarot

Callidus Assassin

3 Death Cult Assassins

TROOPS

10 Sisters of Battle
meltagun, storm bolter
vet. sister superior
book of St. Lucius

10 Sisters of Battle
meltagun, storm bolter
vet. sister superior
book of St. Lucius

Infantry Platoon
Command Squad
Junior officer
bolter
2 plasma guns
lascannon team
Infantry Squad 1
plasma gun
lascannon team
Infantry Squad 2
plasma gun
lascannon team
Infantry Squad 3
plasma gun
lascannon team

FAST ATTACK

8 Seraphim
2 hand flamers
vet. sister superior
eviscerator

HEAVY SUPPORT

Exorcist
extra armor
smoke launchers

Exorcist
extra armor
smoke launchers

10 Retributors
4 heavy bolters
vet. sister superior
book of St. Lucius

Tuesday, April 22, 2008

Will Wolves Be Pretty

Some new rumors about the wolves codex update found their way through warseer to BOLS last week. Taken together with the rumored 5th edition rule updates, they have significant implications for my own wolves army. But you don’t have to take my word for it.

Reading Rainbow sound


Running seems to be the biggest rules change of all, but I think it will affect the game in so many different ways it’s hard to consider all the implications without repeated playtesting. It would be useful for the grey hunters or blood claws to keep up forward movement behind cover of the Rhinos once the smoke launchers have been used up.

In the rumored ruleset that I’ve seen, locked models (those outside of 2” from a model in BTB) can still be hit by attacks, even if engaged models are removed before their initiative step. My wolves’ powerfists will still get to attack as long as they were close enough to be engaged at the beginning of the phase, even if noone’s in BTB anymore by the time they get to swing. However, they’ll only get a single attack if charged, two attacks max on the charge themselves. That’s a bummer, but hey, they’re still power fists and counter-attack should make sure they’re always in place to contribute to the fight.

Reduced power fist attacks and blood claws getting furious charge could send at least one if not both of my two blood claw fisters over to a power weapon to simulate a frost blade on the charge. It might even be better to run an IC with them armed with a power fist. Sure, you lose the I5 benefit of a character, but it’s the only way you’re gonna a decent number of power fist attacks anymore, and at WS 5, that means more will hit, too. Of course, the rumor is that the claws’ squad size will be set at a minimum of 10, so an IC won’t be able to ridealong in a rhino if that does indeed come to pass. Some slight shifting will be inevitable. Now, if I’m able to equip characters or wolf guard with double powerfists, then things will really be cooking. Surely Magnar isn’t the only ambidextrous marine in the galaxy.

You no longer have to have a model in BTB to perform a sweeping advance. And now every consolidate is a massacre.

Grenades will work only if the majority of models have them – that means I’ll have to split my HQs from my hunter squads when they assault so they count as two separate units assaulting in order for the ICs to strike simultaneously. That’s assuming I’ll still want to run HQ choices on foot joined up with hunter squads.

Grey hunters will supposedly be equipped with a bolter, a bolt pistol and chainsword, a la chaos marines. It’s a fucking great replacement for true grit if true. This will go a long way to bringing wolves up to speed.

There does not appear to be any morale test modifiers for being outnumbered in CC, only -1 for being below 50% and -1 for every wound by which your unit lost the combat. So either they’re going to have to ditch the “against all odds” special rule from the wolves codex completely, or replace it with something else, maybe something negating one or both of the other two modifiers (the latter would be the better choice).

No WS5/BS5 venerable dreadnought? Yeesh. At least give them WS5 for chrissakes. I thought we were talking about the oldest, most seasoned dreadnoughts in the imperium. If Baal dreadnoughts can have furious charge, then it should be no problem giving wolves WS5 dreads. If they do bring Bjorn back with WS5 and maybe a couple of other cool abilities, I will most likely use him. That being said, I am very much not in love with all these special “named” characters being required (and therefore almost always taken) in order to access decent units or army special rules. It sort of “dates” an army and takes away from the imaginative part of the game. How are you supposed to flesh out a story for a game in your mind when you’re paired against someone fielding the same character? Not to mention many of them are broken as fuck, e.g. Shrike, Eldrad, etc.

I’ve heard rumors about squads of wulfen led by Wolf Priests, like the wolves version of the death company. And yes, I will field this if given the chance. Where wolves? Right behind you.

Long Fangs will remain the same but maybe getting the pistol/ccw/main weapon treatment as well. Whatever, I probably won’t use them anyways. I think they should get tank hunters too, now that it might be included as a USR, and maybe stealth too, while they’re at it. Not for being stealthy as much as able to take advantage of cover well.

Wolf Scouts from any table edge, oh my. Definitely needed to bring them in line with Boss Snikrot. Hopefully I can still give them the same weapon loadout and wolf guard sergeant, but I’m not holding my breath.

If the rumored mission types hold and I don’t make too many major changes to my current list, I should be pretty set as far as troops go with three solid 10-man wolves units able to secure and control objectives on those missions that use them. I think I like the idea of victory points only being used in a draw, but I’m not 100% sure how that will play out. One thing that’s confusing from the rumored ruleset I’ve seen is deployment order. Unless I read it wrong, players take turns deploying their whole force all at once for every deployment type other than dawn of war. I can see how this would definitely balance out the choice of deployment zone (and accompanying cover) versus the benefit of knowing where your opponent is deployed. I thought it was rather clever of them to make the long table edge deployment zones start 12” from the center line rather than from the edge. I’ve played several games where units that should have started 24” away from each other were too close to one another.

Seeing as how I like to use transports for all my infantry (which may change if I can put jump packs on the blood claws more easily and effectively), I’m paying close attention to the rumored changes in vehicle damage and the effects on passengers. One thing I noticed was that dedicated transports appear to double the value of a unit in the annihilation scenarios, regardless of their usually small relative point cost. Smoke launchers appear to be even better; vehicles using them will get where they're going nearly invulnerable to explosions or being pinned. However, melta weapons pose a greater threat now in this department. And I like that you don't have to worry about those ridiculous 1" moves after assaulting a vehicle either. Altogether I'm very curious how it will all play out and it will be a long two months until July. It's perfect timing to shake things up a bit I think.

Saturday, April 19, 2008

Battle Report: Space Wolves vs. Thousand Sons


Hakr Varghoss and his crushing wave approached the castle ruins with a single battle tank across the valley covering the left flank. Scores of horribly stoic rubric marines were moving amidst the rubble now, driven onward by various mutated mystics and accompanied by a large contingent of tactical dreadnought marines, many of them bristling with heavy weapons. Hakr and his Sea Wolves had no real tactical mission on Kriegsmie save the outright extermination of the corrupted witches and their nightmarish charges. Death to the traitors! Death to the Thousand Sons, in the name of Russ!




As the Space Wolves rhinos approached the enemy line, the traitor terminators fired a volley of plasma beams, blowing apart their mounted storm bolters. In response, each rhino launched a series of smoke charges, obscuring their position as they shifted to the right in formation. The Land Speeders hovered over the wolves' battle group and opened fire with their multimeltas, one of them hitting their mark. To their left, the wolves battle tanks and attack bike squadron found targets amongst a far tower and began to fire on them.


As the wolves rhinos passed a section of ruined wall, they slowed to a halt, pulling up tight behind one another to give cover to their disembarking passengers. Grey Hunters and Blood Claws stepped onto the low grass behind their pack leaders. The rune priest's hunter pack emerged on the enemy side of their transport, opening fire on a nearby squad of rubric marines. A mixture of haste and animosity sent their deadliest shots astray, as only a single enemy marine fell from concentrated bolter fire. The rune priest himself emerged on the other side and began to chant, bringing an obscuring cloud of smoke from the ground to slowly enravel the his grey hunter squad. It was too late, however, as enchanted bolts from the rubric marines found every last grey hunter, each screaming impact a horrible reminder to the other wolves of the arcane power of their enemy. Corrupted terminators charged into the sides of their transports, pounding and cutting with assault weapons to no avail; the armor held, praise Russ! The rune priest sensed a disturbance nearby and quickly turned to his left to see a pair of mutated warp witches approach, one of them slithering unnaturally fast into a rubble heap next to Hakr Varghoss and his hunter pack. When the witch with wings raised his arms and prepared to curse Varghoss' squad, the rune priest fell to his knees into deep concentration, chanting even louder, the power of his wolf totem barely able to keep whatever magicks the traitor sorceror was using at bay. Before the battle leader could react, the multiple-breasted serpentine monstrosity pounced and felled Varghoss with one sweep of his demon weapon. Displaying little surprise at the sudden attack, the pack responded in trained unison, their power fists finding purchase and crushing the terrible thing into violet chunks.

On the other side of the battlefield, a space wolves drop pod descended to the planet's surface just behind the enemy line. Clouds of smoke obscured the enormous venerable dreadnought as he stepped from the rocket pod and prepared to fire. Heavy bolter fire from the battle tanks and bike pack dropped several rubric marines nearby as their attendant sorcerors turned their horrible magics on the shrouded dreadnought.


Despite the loss of their leader, the Sea Wolves prepared to counter-attack. They would need to close the distance between them and the enemy in order to avoid the deadly magical bolter fire now so thick in the air. As a land speeder flew overhead bathing the enemy in flame, the blood claws squad and the rune priest waded into the traitor terminators, destroying several of them and sending the enemy into disarray. In mere moments the confused survivors had been cut down and the victorious wolves stepped back behind their rhino to regroup. Meltagun fire from the surviving grey hunters and a second landspeeder cut down the last slaaneshi witch. In the distance, the venerable dreadnought smashed into a squad of rubric marines, killing several. An enormous warp construct slowly approached the melee, its arms already forming cutting torches and saws in anticipation, the dreadnought whirled and sent the beast flying with a single hit from its oversized claw. The tanks and bikes continued to fire into a squad of rubric marines that were now crossing the battlefield to assist in the fight against the grey hunters and blood claws. Suddenly a pack of wolf scouts emerged from cover behind a third unit of thousand sons and charged into them. Though their sorceror leader downed two of the scouts with his warp weapon, the scouts continued their ferocious assault and destroyed several rubric marines.


Most of the enemy witches had been destroyed, but the wolves continued their attack, desperate to destroy any trace of their ancient nemeses. The blood claws, grey hunters, and wolf scouts brought down the last rubric marine squad and sorceror, as the dreadnought continued to send enemies flying, including a unit of obliterators that teleported in nearby. The incursion on Kriegsmie had been stopped for now, and the Sea Wolves returned to their transports.

Thanks to Robert for bringing his beautiful army up to BFG for a fun 2k annihilation game Thursday night. He had some bad luck at several crucial moments, and the space wolves were able to grab and hold on as only they can, wiping out the thousand sons to the very last dusty zombie. I think they would have had a much harder time against his usual 'ard list, what with all the obliterators and lascannon havocs. Anyways, good game, it's always fun to send two fully painted armies against one another no matter the outcome.

Thursday, April 17, 2008

Jetbag Assembled



A few months of scattered attention, a couple tubes of krazy glue, and more than one xacto wound later, the jetbag has assembled itself. I still need to get two more vypers and put the headbands on the shining spears, but I'm primed to start priming the main warhost here in the next couple weeks. I can't glue much together yet, since I still want to be able to get under all the nosepieces and cockpit canopies. Given my penchant for starting sloppy I need a little room to work and clean up the details later. I'm also planning on swapping out all the big bases for medium sized ones on all the jetbikes.