Friday, April 8, 2011

Old vs New: Assassins


OK, so I stole the title from the Nostalgia Critic, but past that today we are going to compare the old daemon hunter/witch hunter assassins against the new Grey knight assassins and see which ones i think are personally better.
So lets start at the top. in both versions assassins come in four types (we are not going to talk about death cult assassins in this post) representing the four major assassin temples; the Callidus, the Eversor, the Culexus, and the Vindicare.

In the old version all the assassins had a BS, WS, and I of 5 a S and T of 4, 2 wounds 3 attacks ld 10 and a 4+. they also had fearless a 4++ and infiltrate. thats some pretty awesome stuff right there. of course there are a few down sides. assassins could never join a unit, enter a vehicle, or count as scoring. also, you had to include an inquisitor to filed one and you could only have a max of one.
The new ones had their BS and WS raised to 8, their I to 7, an extra attack and gained a 6+ feel no pain. they also have Move through cover, Fearless, Fleet, and frag grenades. also they no longer require an inqusitor to use and each type counts as a unique infantry so technically you can have three assassins in your standard FOC, they all just have to be different types. the down side to them is they are about 20pts more then their fore runners.
ok so over all though the new ones are more expensive they have fantastic stats and really good special rules standards, and frag grenades standard as any assault unit should have. the only thing i miss is the infiltrate standard because that helps a lot of the assassins out but we will talk about that in the specific examples.

CALLIDUS:

The old Callidus had a C'tan phase sword which was a power weapon that ignored all saves (sick!), a neural shredder which was a s8 ap1 temple weapon taken against the opponents ld instead of t, polymorphine which basically let her apear anywhere on the field when she came in and move normal (so assault after deep strike with out scattering basically), and posion blades which gave her an extra attack at the end of combat that always wounds on a 4. for special rules she had jump back which gave her hit and run as long as she rolled better than a 1 on 1d6, and a word in your ear which allowed you to move one enemy unit up to 6" after deployment but before the first turn. All that makes for one mean disruptive hq killing monster.
the new one stil has the sword but now it is a power sword that auto causes instant death (like AL'Rahem), the same neural shredder except it is now a pistol instead of assault 1, and polymorphine changed a bit. now when she becomes available from reserves she does d6 s4 ap2 hits to a target unti and then deapstrikes within 3" of said unit with out scattering. she also has hit and run and stealth.
so the new one can't assault when she arrives but still has the same basic equipment. frankly i think i prefer the new sword over the old just because it means she will kill hqs faster (only needs one unsaved wound to succeed). i wish she still had a word in your ear but it doesn't detract too much from the new one to not have it. really the new one is about as good alittle better at killing if she can get into assault which she will need help to do. so support her.
my verdict NEW Callidus is a little better.

CULEXUS:

OK always a fun guy. designed to kill psykers lets see what he can do. so the old one has psykout grenades, etherium, and the animus speculum. as well as the special rules psychic abomination, souless, psyker assassin, and life drain (another guy with a lot of stuff). ok so what this all means is that you have to succeed a ld test to see him in the shooting phase (if you fail you may target a different unit), his grenades are a 6" shooting attack which causes a targeted psyker to make a ld test and for each point he fails by to loss 1 wound. the speculum his main weapon is a 12" s5 ap1 assault2 that gets an addintional attack for each psyker in 12". also any psyker within 6" must make a ld check on their turn or fall back. any model with in 12" of him is ld7 (unless they wound be lower), he can specifically target psykers in the shooting phase regardless of wheather they are in a unit and can avoid other models to get into close combat with a psyker. and finally if in close combat with a psyker before atacks are made both roll a 2d6 and add ld if the culexus wins the psyker losses with no save allowed. so this guy is really geared for psyker kill and also does not play well with others so keep him away from your guys.
the new guy has the speculum also and it is exactly the same. the etherium but now its a ld check on 3d6, a psyocculum which gives him bs10 if shooting a unit with a psyker and psyk-out grenades which now reduce daemons and psykers to I1when the culexus assaults them. so alot cool stuff but a lot better in my opinion. with the enhanced etherium hes harder to shoot which is great and with out the soulless rules he can now combo with the rest of your army most of which are psykers, so if he is near your forces he gets a huge shooting boost which makes for a great anti infantry unit. this guy kills psyker battle squads, i mean you get them out of their hard shell with anything else and then bam, a minimum of 12 bs10 s5 shots into a t3 unit they are soooo dead.
Verdict. again the new one just synergies better with an army. the old one is really cool and has some great abilities but the new one is just a little more stream lined.

EVERSOR:

ok so this Marbo on crack has a power weapon, melta bombs, an executioner pistol (combi bolt pistol, needle pistol (sx ap6 always wounds on 4+)), a Neuro-gauntlet which was a power weapon that always wounded on 4+ and always glanced vehicles on a 6+ regadless of armor value, and combat drugs which gave him a 12" charge and d6 extra attacks on a charge instead of +1. he also had fast shot, which stopped working once 5th started so we won't go into it, and bio meltdown!. bio-meltdown! meant that when he lost his last wound you centered a small blast over him and all units under it took a S5 hit. Over all i loved this guy. I still use with my witch hunters. hes the cheapest assassin and is really the master of killing troops and causing mayhem. he was simple and effective to use killing just about any basic troopers you put in his way.
And the new one? hes got the executioner pistol which is now 12" s4 ap2 poison (2+), melta bombs, neuro gauntlet (counts as lightning claw), frenzon (gives him his d6 extra attacks on the charge) and furious charge. not a bad set up. hes good at the assault but he has no reliable way to get in. he doesn't have stealth for enchanced cover he no longer has a calvary charge, and he can't infiltrate/outflank. so how do you get him into the assault with out borrowing some one elses transport? good question.
Verdict. the old is much better. the new one may hit harder on the assault but he has no built in reliable way to get there in my opinion. the old one could almost always get in and hit pretty hard always wounded on 4+ or better frankly and then takeing people out with him. to be honest i was greatly disappointed with the new version of this guy. at best hes a lone khorne berserk er now instead of the shadow of death looming over all your tiny week troopers. big fail on this one.

VINDICARE:

the unfeeling master of shooting lets see what this guy can do. originally he had a spy mask which reduced you cover save by one and made his night fighting vision roll a 2d6x5 instead of 2d6x3. he also had a stealth suit which made it always night fighting when trying to shoot at him basically. the exitus pistol which was a s5 ap2 12" pistol, and the exitus rifle. which was a 36" hits on 2+ ap 2 sniper rifle which could use 3 special rounds, though it could only use each round once per game. the shield breaker ignored invulnerable saves, the turbo-penetration did 2 wounds to target or 3d6 armor pen, and the helfire which wounded on 2+. he also had marksman which let him declare what model he was shooting at and shoot at any model in range and line of sight regardless of restrictions (letting him shoot into close combat and killing all your hidden power fists =)).
now he has blind grenades, stealth, infiltrate, and deadshot (wounds caused by vindicare are allocated by vindicare's controller). and his guns have changed slightly. they both are now Sx AP1 sniper weapons, with the pistol being 12" and a pistol and the rifle being 36" heavy 1. also both guns can use the special ammo which they must declare which type at the beginning of users turn, and oh yeah all special ammo is unlimited now. the hellfire is the same. the shield breaker now permanently removes an invulnerable save given by items or war gear immediately upon allocating the wound (so before the target gets to save). and the turbo-penetrator still inflicts 2 wounds instead of one to target (so you roll to hit once then roll to wound once and if you succeed the model takes 2 wounds...saves if any allowed), or rolls 4d6 for armor pen.
Verdict. its a close call the old had some nice defense with the night fight rule and nice offense with the shooting into close combat and reduction of cover saves. but the new can still shoot whom ever he wants can use special rounds in both guns and can always use special rounds which is a huge bonus. i have to say though i love the old the new is a fine remodeling of this hard core sniper.

Over all i guess i am more or less happy. the Vindicare is still good (probably better), the Culexus synergies better and is easier to use, the Callidus is ok, and the Eversor is meh. really the only disappointment for me is the Eversor. he just doesn't have that same crazy charm he used to. maybe he is better in play, which i will find out eventually. but i have a feeling that he will only play in my witch hunter now and when they get updated he will go to the shelf and only come out when i need renegade or chaos counts as marbo for my guard.

well I hope you enjoyed this wall of text. i got a silly grey knight Inquisition list in my head that i might talk about next post., but who knows something cooler might pop up then. Questions, Comments and Criticism always welcomed.

Until next time,
May the Emperor Protect.

Saturday, April 2, 2011

the evolution of my current army list







Hey all. Since my followership has nearly doubled in the past month (up to 5 people now! ) i figured i should you know actually put something on my blog.
well to start i have been getting a lot more gaming in. i joined a 40k league at my FLGS and it has been great. I have learned a lot... like the fact that i suck at 4ok. I mean sure i had an idea I sucked but not to this level, but I am getting better. SO far in 9 games of league play i have been shut out (no points at all) in 8 of them, most of them were really close as in last turn possbile massive victories for 4 of them and they just went the wrong way. the last one i played i was able to win the primary objective but lost the secondary and third which resulted in a tie. So since i am learning stuff lets look at one of the things that was holding me back. my army list.



Now the most important part of 40K besides having fun is playing well. But, no matter how well you play if your list isn't good your going to have problems. so let us look at the list I ran for the first half of the league. Before anyone asks the league was set up with each player having a standard list for all there games (like a standard tournament) but they were allowed to modify it half way through the league (after the 5th game).
SO my list was:

Witch Hunters: Order of the Penitent Light

HQ
Saint Celestine: 201

TROOP
Battle Sister Squad: 166
10 sisters, Vet Superior, eviscerator, Book of Saint Lucius, 2x flamer
Rhino: 58pts
smoke launchers, extra armor

Battle Sister Squad: 166
10 sisters, Vet Superior, eviscerator, Book of Saint Lucius, 2x flamer
Rhino: 58pts
smoke launchers, extra armor

Battle Sister Squad: 166
10 sisters, Vet Superior, eviscerator, Book of Saint Lucius, 2x flamer
Rhino: 58pts
smoke launchers, extra armor

FAST ATTACK
Dominion Squad: 169
6 sisters, Vet Superior, Book of Saint lucius, 4x Meltagun, Melta-bombs (whole squad)
immolator: 73
extra armor, smoke

Dominion Squad: 169
6 sisters, Vet Superior, Book of Saint lucius, 4x Meltagun, Melta-bombs (whole squad)
immolator: 73
extra armor, smoke

Seraphim Squad: 210
8 sisters, Vet superior, power weapon, 2x hand flamers

HEAVY SUPPORT

Exorcist:140pts
extra armor

Exorcist:140pts
extra armor

TOTALS: 1847pts, 9 faith points, 14 kill points


so whats thew biggest problem you might ask? is it my HQ? no she was pretty useful actually? was it my exorcists? umm no excorcists are the bomb.
i know what your thinking it was the fact i am playing sisters. to this i say go to hell, sisters are a solid army and them sucking has more to do with people not knowing how to play them than the army being bad.

the real problem were those dominion squads. look at them i put way too much stuff into those squads. the biggest thing are the melta bombs. when i was writing the list i was like, " well if they don't blow up a tank in the shooting they can assault and kill it". this thought was frankly idiotic on my part. 4 melta guns at BS4 is almost guaranteed to kill any tank. honestly this much redundancy in one unit is a bad thing. i basicaly wasted about 24pt per squad. that basically left me at a 48pt disadvantage for all my games. i never used the bombs in any game and they reall just ended up wasting valuable army points

Second mistake i made was over specializing squads. since my Doms were so anti tank i made my normal sisters just anti-infantry which meant if i got out maneuvered i could be in a real pickle. for example i over extended with my Doms and HQ/serraphim and my troops were left alone with out any serious anti-tank/monstrous creature against some nids and a trygon popped up and just slammed one squad.

so to fix my list i had to fix a couple of problems. first spread the melta around. 4 squads shooting 1 melta each is better than one squad shooting 4 meltas. the second problem i had to fix was a lack of long range weaponry. sisters over all only have one long range weapon (the exorcists). if i lose my two in say the first turn (which happened several times) i have no covering fire to help my sisters out as they move into position. the third problem and this wasn't major was finding a good distraction or counter charge unit to take some heat off the rest of the army.
so after much thought I came up with the following list.






Witch Hunters: Order of the Penitent Light

HQ:
Canoness:140
Jump pack, Cloak of St Aspira, Rosarius, Eviserator, Book of Saint Lucius

Elite:
Inquisitor: 76
Rosarius, Psychic Hood, Plasma Pistol, Power Weapon, melta bombs, frag grenades

Officio Assassinorum Operative: 95
Eversor

TROOP
Battle Sister Squad: 170
10 sisters, Vet Superior, eviscerator, Book of Saint Lucius, flamer, Meltagun
Rhino: 58pts
smoke launchers, extra armor

Battle Sister Squad: 170
10 sisters, Vet Superior, eviscerator, Book of Saint Lucius, flamer, Meltagun
Rhino: 58pts
smoke launchers, extra armor

Battle Sister Squad: 170
10 sisters, Vet Superior, eviscerator, Book of Saint Lucius, flamer, Meltagun
Rhino: 58pts
smoke launchers, extra armor

Imperial Guard Infantry Platoon: 350
Command Squad: power fist, medic, vox castor, 2x flamer
Infantry Squad: autocannon, vox castor
Infantry Squad: Autocannon, vox castor
Infantry Squad: Autocannon, vox castor
Infantry Squad: Meltagun, vox castor

FAST ATTACK
Seraphim Squad: 225
8 sisters, Vet superior, Eviserator, 2x hand flamers

HEAVY SUPPORT

Exorcist:140pts
extra armor

Exorcist:140pts
extra armor

TOTALS: 1850pts, 6 faith points, 17 kill points

so yeah i dropped the Doms and pulled the saint out for some points and made this. the guardsmen give us alot of covering fire and more scoring bodies to hold back field objectives. also the platoon command is an ok counter assault unit espcially when the Inquisitor is added. the Cannoness chills with the Serraphim for a bit for ablative wounds but usually goes off on her own to take on things like HQs, Monsterous creatures, Dreads, and that sort of bit. and she is quite good at it, even one shoting a furiosos dread one game (most awesome thing ever!). this makes her a very good distraction pulling some heat off the rest of the army for a couple of turns. the Inqusiitor besides bring an assassin with him brings a little more psychic protection, huray for unlimited range hood.. even at LD8 its still something. and he as mentioned before helps the platoon command be a decent counter charge unit. and the assassin is just there to bring as much havoc as possible to my opponents back field, again making for a good distraction. just throw him at some troops and watch something die and then lots of stuff try to kill him the next turn.


I am still learning to play this list but i will be probably my go to tourney list until the next Witch hunter codex comes out. which may be as soon as early next year if you believe the rumors.
Well that's all for now. questions comments and criticisms always welcomed. i will try to write more often in the future. i plan on giving my two cents on the supposed leaked pages of the new sister of battle test codex some time soon.
Well, until next time.
May the Emperor protect.

Saturday, June 19, 2010

Sentinels have arrived

Not going to be able to game for awhile so i figured I would just do a quick post to show off my recently finished Armoured Sentinels. These are some fun models to paint i have to say and while working with them 2 were the old plastic metal hybrid and 1 is the new all plastic model. Both were fun to assemble, though of course the all plastic was easier. Unfortunately, the old ones did not have covers for the tops of them and i did not really want to try to make them (since my convert-fu is still rather lacking) so I just left them as is. The new all plastic model has some great stuff namely the very pose-able legs which basically give them a full range of motion allowing you to really dynamically pose these guys, which if i was a better modeler i really could have taken advantage of that. Oh, and the heads of the two pilots that can be seen are from the forge-world Elysian Drop Troop models if any one wanted to know. and well with out further words i give you lots of pictures.
First up group shot:

Sentinel 1:


Sentinel 2:

Sentinel 3:

Random shots:


Hope you enjoyed. Questions Comments and Criticism welcomed.
And as always
May the Emperor Protect

Monday, May 31, 2010

Witch Hunters Versus Necrons (1000pt Bat Rep)

It’s time to try another battle report!

Today we have a 1000pt match with Witch Hunters Vs Necrons. The battle was a simple kill point mission with dawn of war deployment.

THE LISTS:

Witch Hunters:

HQ; inquisitor lord with power armor, rosaries, inferno pistol, plasma pistol, and divine pronouncement with a retinue of 2 acolytes, a crusader, to vets (one with a melta gun and one with a grenade launcher) and a familiar. As a note you see that the Inquisitor lord has two pistols now technically I don’t think there is anything in the codex that says I can’t do this and I have him modeled this way because it looks cool. My opponent graciously agreed that I could use him as such and we just ruled that he can only shoot one or the other a phase and that they are just two close combat weapons. (Wow big HQ post)

Elites: another Inquisitor with power armor and rosaries with a storm bolter and two gun servitors with heavy bolters. And I also fielded an Evessor assassin

Troops: two of my standard ten girl sister squads with 2 melta guns an evisorator veteran sister superior and frag and krak.

Fast attack: one dominion squad with 4 flamers, an imagifier and a sister superior with a combi-flamer in a rhino

Here I was just hoping to shoot a lot and save the meltas for killing scarabs, or destroyers which I was sure he would filed… well he didn’t field either so let’s see what he fielded instead.

NECRONS:

HQ: Necron lord with war scythe and other un fun things.

Troops: two squads of ‘crons I think 10-12 deep each.

Fast Attack (... or elite I forget): 6 flayed ones

Heavy support: Monolith

Now from a tactics view for witch hunters our only effective weapon against a monolith is the exorcist which I don’t have here. The reason for this is that for a strength 8 weapon you need a 6 to glance a monolith and then you need to roll a 6 to destroy it (remember that 1. 2d6 weapons don’t get there bonus against monoliths and that with a glance you roll at -2 but ap1 gives you a +1 to the chart so you roll at -1 on the chart making a 6 a 5). So though a melta can technically do this I only have 4 and well I don’t want to not fire my bolters to get two shots both of which I need to get 3+ to hit and then a 6+ to glance and then a 6+ to kill making each about a 2% chance per weapon to succeed.. Not worth it. Now at least an exorcist has a shot of hitting 6 times and has a better chance just based on rate of fire of succeeding and is also able to shoot from a safe distance so if it does not succeed its first attempt at least it won’t get slaughtered in the next phase like the girls will. Anyways since I don’t have an exorcist and this is a kill point mission my strategy was to ignore the monolith and just shoot dudes for the rest of the game.

THE GAME:

So we roll of an I get first turn I then place one troop in a building about center of the table ready to get a good view of the opponent are. My HQ say just below my troops in the ruins of the building and my second troop choice was in a ruin to the left my first troop safely hidden from a frontal attack waiting to see what my opponent would do. My assassin was of course going to outflank and my other Inq and dominions would come on first turn. My opponent placed all his troops and his lord in one building on the very edge of the table and just hid there keeping everything else ready to deep strike. The opponent (which was Helios raven again so I’m just going to say Helios from now on) tried to steal initiative but failed.

So first turn I see his plan is to just hide his main force back and eventually hit me with the monolith and flayed ones so I took some quick shots with one troop choice while moving my other one my INq lord and the dominions up field as fast as I could the normal Inq went up the right side of the board covered by the rhino until he could find a good place to set up and provide cover fiver with his heavy bolters. I shot some stuff but nothing died. On Helios’s turn he shot some ‘crons since they didn’t move and that was it. No kills for either side.

Turn 2: I race my troops, inq lord and dominions forward again hoping to get across the field before the monolith shows. The inq moves finally into position and I fail my reserve roll. Again nothing dies. Helios also fails his reserves and shots some more again killing nothing which was surprising since he was really lighting my guys up I even made an armor save on my familiar which is a 6+ which is just crazy.

Turn3: my guys are just not moving fast enough! We trudge forward but my run rolls all game have been meh. The inq sets up his heavy bolters and the shoot but do nothing. My assassin comes in but has no real good areas to hide so I move one troop choice slightly in front of him to make then a more appetizing target. The troops and assassin shoot but again do nothing (curse you dice gods!). MY ploy worked and Helios shoots the sisters and kills one (drat) and the monolith drops mid filed but does little damage surprisingly and the flayed ones show up right in front of my heavy bolter inq.

Turn 4: Finally I start doing stuff I get in close enough with the Inq Lord to set off divine pronouncement and with and stern growl of “leave” to one of the necron units it quickly runs off the board (for those who don’t know DP is a psychic shooting attack that causes one unit within 18” to take a moral test as if they suffered 25% losses. The ‘crons rolled box cars and ran right off the field). And at the same time my dominion squad jumped out of their rhino and dropped massive templates on the other squad dropping them down to 5 models. My Inq shocked by the deep striking flayed ones brought his servitors down upon them along with his storm bolter but only manage to wound one. The assassin and other troop choice having lost their target (the ‘crons that ran off board” started to move into towards the other squad. Helios countered by first teleporting his remaining unit through his monolith (thus giving him some extra we will be back rolls) and then split hi lord from them to attack my Inq Lord. The Necron lord swooped in fast and hard and easily would have seriously hurt my Inq Lord if not for his acolytes dutifully jumping in the way. The necron troops then shoot at my dominion doing little damage and the flayed ones charged into my inq slaughtering him with ease.

Unfortunately I got late after this and the store was closing so we called them game there. The final score left me with 1 kp and Helios with 2 (inq and retinue count as 1 kp each). If the game would have gone one I am confident that I would have killed the rest of his troopers next turn and caused phase out to occur. But oh well.

From this match I learned a few things that first that elite inq probably shouldn’t have had a retinue but rather been pimped out and thrown in a squad for support. Second, that Divine pronouncement is pretty sweet when used well and with luck. With it just get close and try to hit units near the board edge or ones that you can stay within 6 inches of (so they can’t regroup) and walk them off the table. Also just so you know as part of DP you modify the morale check by the difference in the two units LD. So if your LD10 inq lord shoots it at a LD8 guard squad they have to roll at a -2 so they have to make it on a 6 or less making this a good power against low LD units and decent against anything not fearless. But it still cost 30pts so choose wisely how you use it. I liked how Helios threw me a curve by not fielding destroyers or scarabs. Though I think he has learned that scarabs are a shady bet against my flamer toting dominion death squad. I also learned to ALWAYS expect the monolith and either plan to ignore it or maybe shoot an exorcist at it if I have one. Again dominions are by far become my favorite unit though I am thinking of no longer using immolators as their transports and just using cheap rhino. This point is something I have been meaning to talk about for some time and will hopefully make a post about soon.

Anyways it was a great game and I think well played. Sorry if I spelt any unit or power name’s wrong but I have neither codex with me at the moment. I hope you all enjoyed this and if anyone has questions or criticism please feel free to post them. I am trying to get better at this whole blogging thing any advise would be good.

Well until next time…

May the Emperor Protect

Wednesday, May 5, 2010

i have been having problems with my tau color scheme and so i am putting some pictures up and seeing if any one has any suggestions. i was going for a kind of night world look. i guess think of the surface world they show in the matrix movies but not as post apocalyptic. any ways here are some quick pics i took.
Sorry for the quality I'm still learning how to take pictures of minis. anyways i have 12 fire warriors 3 stealth suits and 2 xv8s like this. my only problem i think is the xv8s worry me and in time I'm sure it I will be worried by the scheme on xv88s and kroot too.


may the emperor protect..
or for the Tau'va
whatever.