Showing posts with label Army lists. Show all posts
Showing posts with label Army lists. Show all posts

Monday, 13 June 2016

Maelstrom IX Disjunction... the TO's report

Maelstrom IX 'Disjunction' was held over the weekend 11/12 June.

32 players from both Wellington and all the way from the deepest darkest Palmerston North (or thereabouts, Levin is just a suburb of Palmy, amiright??) descended like a horde of... umm... wargamers to the local primary school hall to battle it out over 5 rounds.

The players pack, if you have not read it, is located here.

The armies that participated can be found also here.

Breakdown of armies attending
Imperial Knights: 2
Adepta Sororitas: 1
Astra Militarum: 2
SM: Grey Knights: 1
SM: Space Wolves: 1
SM: Blood Angel/BA successor: 2
SM: Dark Angel Ravenwing: 1
SM: Iron Hands: 2
SM: Imperial/Crimson Fists: 2
SM: White Scars: 2
Chaos Daemons: 2
Chaos Space Marines: 2
Khorne Daemonkin: 1
Necrons: 1
Dark Eldar: 1
Craft(y)world Eldar: 3
Tau: 2
Tyranid: 2
Orks: 2

So a 50/50 spread between the Holy Defenders of the Imperium and <insert Chaos/Xenos> scum.

Here are some photos from the event
Day 1 Round 1

Fantastic Ork-themed table

WTF are these old fishing line weights? JUST KIDDING... 

Monsty Tyranids Flying Circus

Imperial Knights getting confused about who is the enemy (tip: Not Imperial Space Marines!)

Non-crafty Eldar... lovely paint job!

A great table that was brought along

Aquila winner Sam Whitt's crazy Death Co

John Murrie's BLOODTHIRSTER

That's a nice looking Guard army if I do say so myself

2nd Place army... doing sneaky Xenos 'stuff'

Somethingorother is about to Get Real

Mighty Ape Hobbies supplied me with a copy of Imperial Knight: Renegade, which was raffled off with all money raised from this being donated to the Wellington City Mission.
The lucky, lucky ba,,,, winner - Brendan Dee

All I can say is...

The final results



And here is a picture of the prize winners


What went well

  • Getting 32 40k players to a tournament in Wellington was a good result I think. Great support from the community, especially the core cadre of people that make the trip down from Palmerston North/Levin/Kapiti. Great stuff
  • Getting some of the old warhorses of the local 40k community out and playing again - the comp aspect appeared to appeal, and they all seemed to have a good time
  • Everyone attending appeared to embrace the 'just take one army' ethos, at least I didn't hear anyone complain they couldn't take their White Scar/Raven Guard/Tau/Eldar combo.
  • Missions were good... the scoring appeared much more variable.
  • After getting my head around the fact that 30 minutes to turn around the scores/next round matchups was different with 32 people as opposed to 20-odd, things got easier for me (second game started 15mins later than scheduled...)
  • No dramas, minimal questions... and everyone seemed to enjoy themselves.


What will I change

  • The scoresheet. Round 1 is always a challenge with the multiple VP's but I could actually make it easier for the players... so I will. Next time. 
  • Comp scoring - in hindsight I think the penalty for the 3x Detachment/Formation might be too harsh. Nobody took 4 Detachments/Formations so.. maybe... ditch it?

Big thanks goes to Peter Dunn who supplied all the tables, plus cloths, and three tables worth of terrain. And for being the independent person that drew the raffle winner. Thanks too to all those that helped set up. who brought terrain, and helped pack up. These are probably the least fun aspects of a tournament weekend but having people able and willing help out really means a lot.

Call to Arms, run by the Wellington Warlords, is next in the Wellington calendar. The next tournament I will be running is Warpstorm IX on 29/30 October at the same location as Maelstrom (players pack, points etc. TBA).

Friday, 8 May 2015

Maelstrom VIII lists released

Checked and emailed - the lists that will be contending Maelstrom VIII next weekend can be found here

The breakdown is:
1x Blood Angels
2x Iron Hands
1x Imperial Fists
1x Dark Angels
1x Space Wolves
3x Necrons
5x Tau
3x Astra Militarum
1x Tyranids
1x Orks
1x Adepta Sororitas
1x Chaos Daemons
1x Daemonkin

And a spare 1x Grey Knights (if we get a drop out)

A number of the lists have Knights, or allies. There's a few 'the death of fluff' (as Ryan so colloquially put it) lists lurking in there too*, we'll see if they end up doing anything other than being on the receiving end of some well-deserved taunting.

Personally, I am very excited about it. It'll be great to see a bunch of people pottering around the tables, having a good time**, and rolling dice.

* Adepta Sororitas and Flesh Tearers? You're kidding, right? Not read At Gaius Point?? 
** I hope they do!

Tuesday, 28 April 2015

40k Composition - redux

One of the conundrums (either up front or burbling away in the background) from 3rd Ed onwards has been around the best way to moderate lists in tournaments so that armies were balanced (that is, balanced better than the slow erratic release schedule from GW would allow). Now, with releases coming thick and fast, there is a new kind of problem - it's hard to keep up!

Recently I was sent a link to a post in BoLS here, which is an interesting read. You can have a look at the website here too.

I think too that the published goal is a nice ideal, in that "Community Comp provides appropriate motivation to players for them to lower the power level of armies generally to a level about where we were at the end of 5th edition. With a stable, moderately powered meta game, even the worst units in the 40k universe become viable units to play with. With all units being viable, we get an opportunity to satisfy our creative urges without feeling like we will never get to play with those units. In addition newer players are more likely to enjoy their games in the competitive arena and come back for more next time."

I'd probably use 'moderate the power level' rather than 'lower' it, but meh.

One of the things that I think a system like this encourages is the return of more narrative or 'themed' armies (and no Tim, 'A-liquorice-allsorts-all-the-best-units-in-my-codex-with-my-allies-best-units-as-well-as-Forgeworld" is not a theme... I admire your passion though). 

You will get to see all (ok, not all, but certainly more) of those cool but less effective units appear, and it will challenge meta list builders - yes, there will be some that, for them, squeezing the last drop of effective juice out of a points framework will be the reward unto itself. 

It will also teach players different tactics. How to use those less optimal units more effectively can unlock the uber combo of tomorrow, yes?

Best of all, we all know that 40k is nothing if not great for forging the narrative, after all that's what its purpose is. At least that is what they tell us, and why we keep playing the game.



Tuesday, 25 November 2014

Army composition in 40k tournaments

40k is chaos. 

Not since the heyday of 2nd edition has there been an unprecedented level of army customisation available to the 40k tournament player. 

Since 6th edition and the allies matrix hit the shelves, after four editions of no allies except for fun games, there have been all sorts of combinations hitting the tables (some of them somewhat egregious in my opinion, hello yes I am looking at you Tigurius and O'Shovah and the Riptide Collective. Unicorn levels of Shame right here).

7th edition is now here and it's only got more intense, with the new and improved allies matrix, the bound/unbound armies, rapid fire pace of weekly releases with rules published in the White Dwarf Weekly, dataslates, formations, Forgeworld 40k approved... and so on.

Even for the most well endowed people (with regards to having both financial and available hobby time freedom to spend and participate every waking hour of the day that is, what were you thinking?), it's almost impossible to keep up with whatever is the latest meta, as people seek the Holy Grail ultimate combination of units to sweep all before them by Turn 2 (possibly coincidentally this being when their first wave of flyers turn up). 

And this is doing three things - firstly, it's keeping everything vaguely fresh as no army appears to gain more than a fleeting advantage over any other; secondly, this means that being a good player matters, you can only 'point and click' so much; and thirdly it's reinforcing the GW mantra that you should be able to play with whatever toys you want. (Oh, yeah, can't forget all the awesome models that are being released too, sorry)

For playing at the local club, shop, or in a local league, or campaign, sure thing - knock yourself out. Use everything. Have fun.

For playing at a tournament, not so much. Caveat: Yes still have fun, just not the other stuff. You know what I mean...

In my experience of tournaments (and judging by the many many people populating forums and writing blogs on the hobby), the spectrum of players ranges from those that derive pleasure from wanting to WAAC (Win At All Costs) - people sometimes affectionately known as WAACers or Cheesemongers - to those who are referred to as Fluff Bunnies, or players who only take units or formations that are less than optimal because the background states many examples of this type of army appearing so they are being historically correct (? can you apply that to a futuristic sci-fi setting? Futuristically correct? Anyway, again - you know what I mean)

Composition - a short history
Army composition in tournaments, in some form or another, has been around for time immemorial (well, since 1998 at least... you know, when 3rd edition came out). And no I'm not talking about the Force Org chart or Bound/Unbound armies. 

A lot of people will remember the GW GT's and their successors that started out when 3rd edition was released - first there was peer comp marked after every game, then there was a bit of a dabbling in panel peer comp (marked before the tournament), plus attempted maths comp (or as I like to remember it, 'peer comp by umpire'). Certainly greater minds than mine have wrestled with this thorny issue.

Those people that took tricked-out lists (commonly referred to as 'That Guy’) often did not win tournaments as you had to score highly in all categories of which Battle was only 40% or maybe 50% and Army Comp made up 15-25%. They were sometimes not very nice people to play either so got stung in Sports as well. Not to say they didn't win tournaments, it was just a lot more difficult for them. And they sometimes even left before prizegiving in a bit of a sulk, saying something like: 

Maybe nobody truly understood them... (until now)

There was, I'd like to think, looking back with my rose-tinted glasses on, a general understanding, generally, of what was 'right'... or at least, 'right-ish'. I'm talking the 'if it looks like it and smells like it, it probably is...it" test.. Fluff used as a justification for taking certain units or combinations was regularly used and abused (particularly on the modelling front, things can look different on paper compared to in the flesh, a bit like Plaguecrushers of Nurgle, if you get what I’m saying), but the general composition by popular opinion or the opinion of a group of prominent gamers/cult of personality was king. I know because I was a part of it.

Then you had the problem of one person's fluff being another person's cheese... and so forums would rage with impassioned arguments to try and sway readers one way or another. People would post lists asking for a comp rating, and then take the feedback on board (maybe) and go off and tweak it to make it a little more acceptable to the 'community'. Or to surreptitiously put a rock in the proverbial sock.

Enough of that. What's the point of this post? 
I am still in a believer in Army Composition for tournaments. My view on this hasn't really changed, but how this could be achieved has evolved.

Why do I care? Well, I want to know, as a player, that if I am spending a reasonable investment (money/time/social investment with the person across the table from me) to attend a tournament, I want to go and have some good hard games against other players, not a crap shoot against goofy lists. This is under my control (as I can vote with my feet).

The flip side is. if I am running a tournament and expecting people to spend a reasonable investment (money/time/social investment) to attend, then, as a TO, I want it to be inclusive. I don't want a newbie turning up and encountering 5 games of Necron Air Force Spam (sorry Necron players, I know it's not your fault, the Society of Hidden Immortals, Tombblades and Flayed Ones for Realistic Regular Equal-opportunity Army Lists or S.H.I.T.F.O.R.R.E.A.L. forced me to write that)

What's the answer then?
Where I see 40k suffers, compared to WHFB, in that there is no simple way to gently limit choices. In WHFB, you have to meet the parameters of:
  • Up to 50% (now) Lords/Heroes
  • Minimum 25% Core
  • Up to 50% Special
  • Up to 25% Rare 

.... plus restrictions on duplicate choices for Special/Rare. 

Other limitations are determined by the local environment (see FoB Lite, or the ETC

To be fair, WHFB is much better internally balanced across the armies compared to 40k, although in my view, the WHFB ETC is an example of comp taken just that little bit too far, where they try to rewrite core rules to balance out the armies. But I digress, this is about 40k...

Now bearing in mind that this whole 40k army comp business is irrelevant when you're playing your mates - what we're looking at here is when it's a game vs a complete stranger in a setting where you have both paid money to attend... because… let's be honest… asking wargamers to self-regulate their lists and expecting it to consistently happen without someone telling them where the boundaries are is a bit like the vision of free market economics - it just doesn't quite work in reality without some sort of outside intervention. 

And even those that start out with the noblest of intentions may have their resolve slowly eroded over time until they hit the somewhat selfish "Well what about MY enjoyment? I'm going to take a list I like using and stuff everyone else".

So... if we used WHFB as a template (to show how that wouldn't work), imagine if I told you that you had to spend 465 points of your 1850pt army on Troops from your Primary Detachment. Most* Space Marine players would have a fit ("What? You mean you are forcing me to spend points on four Scout squads not two? THAT'S NOT FAIR!"). On the other hand, Eldar players with their Wave Serpent skimmerforce would be laughing all the way to the top tables as it makes no difference to them. 

*some

No... this is trying to use a system that is not designed for it.

So I am looking for some ideas or general discussion from you, the reader, the collective mind, the gestalt consciousness... (ok yes Jeff you too <sigh>) on how to implement simple army composition for 40k tournaments in this brave new world, with some general caveats - or - as I have just coined, the Fully SIC model, that is:
  • Simple is good 
  • Inclusive is good
  • Changing rules is bad. 


But you know, the easiest way to apply composition to what people bring is to lower it to 1500 points
Yes I know people like big points values so they can bring all their snazzy stuff. But less points to play with means that, generally, people are going to have to make a hard choice or two about what units they will take and the less rules you as a TO need to put in place to encourage diversification. It encourages 'balanced' lists purely because of lack of ability to take everything.

For Tournament Composition, my opinion and suggestions are:

Core Restrictions (that should be compulsory most of the time)
  • Battle Forged army lists only
  • No 40k approved Forgeworld units or Forgeworld army lists. Sorry but these are, in general, not very balanced in the context of actual core Codexes/Dataslates/Formations. Save them for your friendly games at your local club. Nice models though, no problems for them to be used as proxies.
  • No Apocalypse (anything)
  • No Trial/Optional rules


Voluntary Restrictions (that should be seriously considered)
  • No Lords of War under 2000pts. At high points games it's not really a drama, because if you want to drop 500+pts into a single unit... well... let's just say that's fine by me.
  • No Fortifications
  • Cannot ally with same faction
  • Minimise the number of Detachments/Dataslates/Formations. For example, no more than 4 unique detachments or formations may be taken up in lists up to 2000pts. This allows some flexibility and won't affect most players, although the crowd that want to take Inquisition + Sororitas + Grey Knights + Imperial Knights + an Assassin will be annoyed... hey. That's me!
  • Maximise the number of flyers allowed (one per 750pts or something)


So examples of this might be:
Easy comp
1500pts. Core Restrictions, plus Voluntary Restrictions of no Lords of War or Fortifications, cannot ally with same faction. 

Vaguely restrictive comp
1750 points. Core Restrictions. Voluntary Restrictions 4 Detachments/Dataslates/Formations, cannot ally with same faction, maximum 3 flyers

You get the picture.

So yes - thoughts? Comments? Ideas? Improvements? Suggestions? 

Thursday, 11 September 2014

All of a sudden... some upcoming tournaments!

I have registered and paid for two local one-day tournaments coming in November, in Wellington – Lords of War (750pts 40k), and Vermintide (1200pts WHFB)

Vermintide details can be found here for you locals who are looking for a one dayer!

Also have paid for my share of the team entry for the NZ Team Championships early 2015, yay! Go team! Super excited already.
 
I’ll deal with the Vermintide WHFB army list and my thoughts about possible NZTC lists in a separate post or posts (as there is only one army for me to take – Lizardmen – so I will just be discussing army composition).
 
But 40k is a teensy bit more complicated as far as what to take goes.
 
I have five armies to choose from (six, if I think about my Word Bearers... but I’m trying not to... Cultists and a Defiler sound like fun) – I have come up with some draft lists listed in order of work required to complete them (also with pros and cons for each). 

Note there is no Inquisition appearing as you are required to take a Combined Arms detachment and there are no allies, fortifications, or flyers allowed (amongst other things). Games will be played on a 4'x4' table.
 
Astra Militarum

Lord Commissar (70pts) – Carapace Armour, Warlord
 
For 750pts I *think* the Lord Commissar is a better choice than the HQ Command squad. You are not tempted to upgrade too much although thoughts of a BS4 lascannon firing out of a Chimera is one I remember fondly.
 
Ministorum Priest (25pts) – Autogun
Goes in whichever squad I want to sit on an objective and NOT MOVE.

Veterans (120pts)
 Forward Sentries
1x Veteran Sergeant  
4x Veteran – Lasgun
3x Veteran – Meltagun
1x Veteran Lascannon Team – Lascannon, Lasgun
 
Infantry Platoon
Platoon Command Squad (130pts)
3x Guardsman – Flamer, Krak Grenades
1x Guardsman – Heavy Flamer, Krak Grenades
1x Platoon Commander – Melta Bombs, Krak Grenades
1x Chimera – Multilaser, hull Heavy Flamer
 
Infantry Squad #1 (100pts)
1x Sergeant – Power Axe  
6x Guardsman – Lasgun
1x Guardsman – Plasma Gun
1x Lascannon Team – Lascannon, Lasgun
 
Infantry Squad #2 (85pts)
1x Sergeant  
6x Guardsman – Lasgun
1x Guardsman – Plasma Gun
1x Lascannon Team – Lascannon, Lasgun

Heavy Weapons Squad #1 (75pts)
3x Autocannon, Lasgun
 
Heavy Weapons Squad #2 (75pts)
3x Autocannon, Lasgun
 
Rough Riders (70pts)
1x Rough Rider Sergeant – Melta Bombs  
3x Rough Rider
1x Rough Rider – Meltagun
 
Pros:  Orders, lots of *properly* scoring units, flexibility to blob if need be, plenty of (albeit BS3) shooting, a small counter attack unit, some mobility.
Cons: Potentially slow to play unless I get lots of practice in! No Leman Russes... in this iteration at least.
Models required to build/paint: 3x Rough Riders
 
Adepta Sororitas

Canoness (125pts) – Inferno Pistol, Power Sword, Rosarius, The Litanies of Faith, Warlord
 
Battle Sister Squad #1 (155pts)
1x Sister Superior – Combi-Flamer
2x Battle Sisters – Bolter
1x Battle Sister – Meltagun
1x Battle Sister – Heavy Flamer
1x Immolator – Dozer Blade, Twin-Linked Multi-Melta
 
Battle Sister Squad #2 (145pts)
1x Sister Superior – Bolter
2x Battle Sisters – Bolter
1x Battle Sister – Meltagun
1x Battle Sister – Heavy Flamer
1x Immolator – Dozer Blade, Twin-Linked Multi-Melta
 
Dominion Squad (190pts)
1x Dominion Superior – Combi-Melta
4x Dominions – Meltagun  
1x Immolator (75pts) Dozer Blade, Laud Hailer, Twin-Linked Heavy Flamer
 
1x Exorcist (135pts) – Dozer Blade, Storm Bolter (5pts)
 
Pros: BS4 Guardsmen in Power Armour. One of my favourite armies of all time.
Cons: A bit light on model count. No counter-strike unit (Dominions not excepted)
Models required to build/paint: 3x Immolators, 5x Dominions
 
Militarum Tempestus

Tempestus Command Squad (135pts)
1x Tempestor Prime – Power Sword, Warlord
1x Tempestus Scion – Grenade Launcher
3x Tempestus Scion – Hot-shot Volley Gun
 
Tempestus Scions #1 (105pts)
1x Tempestor – Power Sword
2x Tempestus Scion
2x Tempestus Scion – Meltagun
 
Tempestus Scions #2 (204pts)
1x Tempestor
2x Tempestus Scion
2x Tempestus Scion – Plasma Gun
1x Taurox Prime – Pintle-mounted Heavy Stubber, Recovery Gear), Relic Plating, Searchlight, Twin-linked Autocannon, Twin-linked Taurox Gatling Cannon
 
Tempestus Scions #3 (214pts)
1x Tempestor
2x Tempestus Scion
2x Tempestus Scion – Plasma Gun
1x Taurox Prime – Pintle-mounted Heavy Stubber, Recovery Gear), Relic Plating, Searchlight, Twin-linked Autocannon, Taurox Missile Launcher
 
Tempestus Scions #4 (90pts)
1x Tempestor
2x Tempestus Scion
2x Tempestus Scion – Meltagun
 
This is using the metal Kasrkin models I have, which will supplement and fit in (look-wise) with my normal Astra Militarum army.
 
Pros: Well it will allow me to get through several models/squads that need converting and painting on the list of ‘things to do’. Plenty of tactical flexibility especially with the Deep Strike options. Enough-ish AP1/2 to deal with pesky Terminators/Meganobs. Orders. Reasonable amount of options for last minute objective grabs.
Cons: Umm... my Taurox are destined for my Inquisition though so would be painted differently and look a bit odd (IMO). No Chimera’s as a transport option is annoying.
Models required to build/paint: All of them

Grey Knights

Librarian (155pts) – Cuirass of Sacrifice, Psyker [ML 3], Storm bolter, Warlord
 
Strike Squad (173pts)
1x Justicar – Master-crafted Nemesis Daemon hammer
4x Grey Knight – Nemesis force halberd
1x Grey Knight – Psycannon
 
Terminator Squad (201pts)
1x Terminator Justicar – Nemesis force halberd
2x Terminator – Nemesis force halberd
1x Terminator – Nemesis Daemon hammer
1x Terminator ­­– Nemesis force sword, Psycannon
 
Nemesis Dreadknight (220pts) – Gatling Psilencer, Heavy Incinerator, Nemesis Greatsword and power fist, Personal teleporter
 
Pros: Terminators as troops... Librarian is awesome... Dreadknight more so.... painting more models in the list of ‘stuff to do’. Everyone has Deep Strike.
Cons: Thin on the ground, need to get hold of a Dreadknight (and then convert it to not look so... yeah) and a Terminator Librarian. So cost. Only the Terminators are mostly complete.
Models required to build/paint: 9 or so
 
The last option is also the most expensive and would start a few lengths behind...
 
Space Wolves

Wolf Guard Battle Leader (140pts) – Thunderwolf , Fangsword of the Ice Wolf, Storm Shield, Warlord
 
Grey Hunters #1 (139pts)
1x Wolf Guard Terminator Pack Leader – Combi Plasma, Power Sword, Terminator Armour (duh)
5x Grey Hunters – 5x Chainsword, Plasma Gun
 
Grey Hunters #2 (225pts)
1x Wolf Guard Pack Leader –Combi Melta, Melta Bombs, Power Fist
6x Grey Hunters – 6x Chainsword, Flamer, Power Fist
1x Drop Pod
 
Thunderwolf Cavalry (165pts)
1x Thunderwolf Cavalry Pack Leader – Bolt Pistol, Storm Shield
2x Thunderwolf Cavalry –Bolt Pistol, Storm Shield
 
Pros: Get rolling painting some Space Wolves! Have already assembled most of the Grey Hunters for a Kill Team project, so not completely starting from scratch.
Cons: Thin on the ground (BUT HAS THUNDERWOLVES). Need to buy all the bits and pieces to build the Thunderwolf Cavalry, this army has had zero paint anywhere near it either. Also need to learn how to use the new airbrush compressor (this is also a Pro)
Models to paint: All of them...
 
So at the moment I am leaning heavily towards the Astra Militarum or the Tempestus Scions lists. Pretty much because they won’t put me under a crapton of pressure, imaginary or otherwise, to complete (he said, hopefully).

I haven't played a lot of games at <1000pts so any considerations or thoughts from others would be appreciated.