Posts Tagged ‘gun

16
Sep
10

Anti-Titans: Eldar Revenant Titan

The Eldar Revenant Titan isn’t actually that hard to kill on it’s own. For 800 points, it is actually pretty fragile. However, it has three things that make it really hard to kill:

First, the guns. Four destroyer shots with 60″ range. And while that is not the highest range, it is enough to cause massive damage to most enemies.

Secondly, the holo-fields. A 4+ invulnerable save, whether hit with a S6 weapon or a SD weapon.

Lastly, the mobility. This thing is nearly impossible to get in combat, because of it’s mobility. If it want’s to, it can move 36″ in the movement phase, with no penalties that may cause it damage.

So what do we do about it? The destroyer weapons are too powerful to ignore, and it is difficult to lock it in combat, so I say shoot it. Blow it to pieces. Deffkoptas, once again, work great against rear armor. Five deffkoptas will destroy 1 structure point in the shooting phase, and half of the time the deffkoptas will also destroy a weapon, or cause a drive damaged result. It is best to use 2 deffkopta units, though, each a certain distance apart, so your enemy will have a harder time hitting rear armor. Also, any S8+ weapons nearby will help. However, don’t ignore the rest of the army. If the revenant titan is not much of a threat, (If both weapons have been destroyed, maybe,) focus your firepower elsewhere. No need to waste bullets.

08
Sep
10

Eldar: strengths and weaknesses

So, today I am going to talk about the strengths and weaknesses of Eldar, from my experience.

The Eldar can be a very effective army, if played well. One of their guns (nightspinner, I believe,) can pin an enemy unit, and then cause even more damage in the next turn. (First, it causes damage, and then the next time that unit moves, it is going through difficult and dangerous terrain.) They have a high number of barrage weapons, great firepower, and still have some units that are good in close combat. (Avatar, anyone?) However, they do have a couple of weaknesses which are easy to exploit:

First off, they tend to lack high strength/armor piercing weapons. Like all armies they can take some, but they cannot take a lot. That means well armored units, such as Nobz or Meganobz, are very difficult to kill, because small arms fire is rarely effective against them, due to good armor and large amounts of wounds. And it also means that tanks with good armor, such as Battlewagons, (Or, in other armies, land raiders, monoliths, and other super-tanks,) will be difficult to kill. Rear armor will help, but the tanks will have several turns more than an army such as Dark Eldar with a dozen brightlances. (On a side-note, every time I have used Nobz, Meganobz, or both against Eldar, I have won spectacularly.)

Nearly all of their units have either/both WS4 or BS4, so they are pretty elite in what they do, but they only have S3 T3, so they are not exactly marines. (Armor isn’t great most of the time either.) Anti-infantry weapons work very well against the. (Big shootas wound on 2’s and penetrate, bigbomms wound on 3’s and penetrate, even grot blastas wound on 4’s, so one unit of grots will kill 6-7 of them in a single shooting phase.)

The elite units that they have are either expensive or low in numbers. Not unlike most other elite units, but in this case they also have bad armor most of the time. There are exceptions, but for the most part a gun will kill the elites just as easily as the troops. So, killing them first, before they can cause much damage, is always smart.

One of my friends, (Hey, Patrick!) Always takes the Avatar, so I am going to put a word on him here:

The hardest part about killing the Avatar is that ork boyz hit on 5’s and wound on 6’s. And, not many weapons are good against him because they either don’t wound easily, don’t penetrate, or have a low number of shots. The one unit I have found effective is one you have heard of from me many times before. It isn’t deffkoptas, it isn’t ork hordes, and it certainly isn’t Mad Dok Grotsnik. I even mentioned them earlier in this very post! It is decked out Nobz. With a Waaagh! banner, they hit on 4’s instead of 5’s. With big choppas, they wound on 3’s or 4’s, depending on the charge. (Even regular choppas can wound on 5’s, if they charge.) With power fists, they wound on 2’s and remove the armor save, (so it is a 4+ invuln instead of 3+ armor.) And they are still effective against other units. Also, this unit is really really fun to play. And, since the Avatar is only S6, he doesn’t cause instant death, so he will have to cause 10 wounds to remove a model, if you assorted your wargear well enough.

30
Aug
10

1500 point Elites list

So, the other day I decided to build a quick list, and so here it is:

Warboss w/ Power Klaw, Attack Squig-100

10 nobz, 2 big choppas, 1 PK, 1 bosspole, 1 painboy, 1 waaagh! banner, cyborks and eavy armor all around

10 kommandos, 3 burnas, nob w/ PK, bosspole

24 ork boyz, PK bosspole nob

24 ork boyz, PK bosspole nob

10 Stormboyz, PK bosspole nob

3 Deffkoptas w/ rokkits

Battlewagon w/ armor plates, grot riggas, kannon, 4 big shootas, deff rolla

It is not a ‘standard’ ork list, (There are only 2 boyz hordes, and they are both small.) A total of 3 scoring units, including the Nobz. In many ways, this is just a collection of my favorite units. (The funnily converted Kommandos, the Nobz which I worked on for hours to convert the weapons, Deffkoptas are my favorite unit, I just finished modeling the battlewagon, ETC,) and a few boyz at the core. But, it will be very fun to play. And,of course, nobody will expect an ‘Elite’ ork list.

14
Aug
10

Custom Units: Doctor Who Codex

So, recently I have become a big fan of the British television show ‘Doctor Who.’ So, just for fun, I decided I would do a write up for a Doctor Who codex. Now, it is not split up into ‘armies,’ so much as separate groupings of ‘units,’ but anyways, enjoy:

Good Guys:

The Doctor:

WS4, BS4, S3, T4, W3, I5, A3, LD10, Sv 5+

Wargear:

Sonic Screwdriver: Every turn, The Doctor may chose to use one of the following abilities:

Automatically inflict D6 + 3 glancing hits on a vehicle within 24″.

Add 3 to a friendly units Armor save. If they have a 2+ armor save, add it to their invulnerable. (So, a 4+ armor save would become a 2+/5++. A 3+/6++ would become a 2+/4++.)

Automatically remove 4 from an enemy unit’s armor save. If it has an invulnerable save, remove that first. (So, a 3+/6++ would become a 6+. A 2+ save would become a 6+ save.)

Tardis Key:

At the beginning of every turn, the doctor may chose to summon the TARDIS directly to him. If he does so, the TARDIS does not count as moving at all, and may do everything as normal.

Special Rules:

The Doctor is immune to instant death.

TARDIS:

BS4, AV14, 14, 14.

Unit type: vehicle (skimmer)

Wargear: Atmospheric Controller

Instead of moving, (But not teleporting,) the TARDIS may chose to cause an Atmospheric disturbance. (A storm.) Any units within 18″ of the TARDIS, (including the TARDIS itself,) gains a D6+ cover save. (So a roll of 3 would give you a 3+ cover save.) A roll of 1 counts as a 2+ cover save, but the distance covered by the storm is increased by 6″. (For a total of a 24″ storm radius.)

Transport capacity: 30

Special rules:

The TARDIS is immune to melta/lance. In addition, if the TARDIS has been immobilized and has no weapons, it still cannot be wrecked by a glancing hit.

Every turn, during the movement phase, (either before or after moving, it doesn’t matter,) the TARDIS may teleport. Roll a D6. On a roll of 2+, the TARDIS may be placed anywhere on the board, and any people inside are also moved. They may then disembark, move, shoot, and assault as normal. On a roll of 1, there has been a slight mistake as to the time of arrival. Roll another D6. If the roll is equal or higher than the turn being played, (for instance, a 5 while on turn 4,) then the TARDIS is removed from the board until that turn (unless it is the same, in which you teleport as normal.) When that turn comes, place the TARDIS anywhere on the board, as per a normal teleport. If the roll is lower than the current turn, they have caused a Paradox. Remove the TARDIS and all of the models inside.

Jack Harkness:

WS4, BS4, S4, T3, W2, I3, LD9, Sv4+

Unit Type: infantry

Wargear:

Laser Blaster: Range 36″, S6, AP3, Special: Assault 4

Special rules:

Never die: Jack Harkness is immortal. Every time he is killed, (takes 2 unsaved wounds, or is hit by a weapon causing instant death,) place his model on its side. The controlling player may not use him on his next turn, but once the controlling player has finished the Assault phase, Jack Harkness may be placed upright, counting as an unwounded model.For the purpose of killpoints, if he is ‘dead’ on the last turn, he counts as a killpoint.

Bad Guys:

Dalek Leader:

WS2, BS5, S4, T5, W3, I3, LD10, SV 2+/4++

Unit Type: Jump Infantry

Wargear: Dalek Blaster

Dalek Cannon: Range 48″, S10, AP1, Special: Assault 2, Melta

Special Rules:

Fearless

EXTERMINATE!: In close combat, rolls to hit may be re-rolled.

Dalek:

WS2, BS4, S3, T4, W1, I2, LD10, Sv 2+/4++

Unit Size: 5-10 Daleks

Unit Type: Jump Infantry

Wargear: Dalek Laser

Dalek Gun: Range 24″, S8, AP1, Special: Assault 1, Melta

Special Rules: Fearless, EXTERMINATE!

For every five Daleks, one may be upgraded to a Gun Dalek

Gun Dalek:

WS2, BS4, S3, T4, W1, I2, LD10, Sv 2+/4++

Unit Type: Jump Infantry

Wargear: Dalek Cannon

Dalek Cannon: Range 60″, S9, AP1, Special: Assault 1, Large Blast, Melta

Special Rules: Fearless, EXTERMINATE!

Cyberman:

WS2, BS3, S3, T4, W1, I2, LD9, Sv3+

Unit Size: 5-20 Cybermen

Unit Type: Infantry

Wargear: Laser

Laser: Range: 24″, S5, AP3, Special: Rapid Fire

It is not complete, but it is a start. If you have any ideas, feel free to comment!

11
Aug
10

Kommandos: Tactic

So, today I am going to write about Kommandos.

Anyways…

Kommados have, in my opinion, two major advantages over ork boyz:

1. They can start/outflank very close to the enemy, which means they will have less time being shot at and more time killing.

2. They can take 3 ‘support’ weapons in a single unit.

They also have the ability to move through cover better and stuff, but that is really just trivial.

However, there are also two disadvantages:

1. Since they start close to the enemy, they will be within range of nearly all enemy guns, meaning they will be killed quickly.

2. They cost as much as ‘ard boyz, without being any more durable.

Out of these two disadvantages, the one that is most harmful is the first one. However, outflanking can take away from that somewhat, and even if they are shot at, that is a lot of firepower not going into your other elites.

Here is a list that I like to take:

8-10 Kommandos, PK bosspole nob, 3 Burnas. Total, 165-185points.

Any more kommandos, and the unit becomes too expensive. Any less, and it will die to quickly. What is great about this unit is that it is a very good tournament unit. It is equally good at taking out tanks, (Power Klaw,) Troops, (Burnas/assaulting,) or MEQ’s and TEQ’s, (burna in CC.) Against a tank, you will cause 2 penetrating and 2 glancing hits on the charge. Against a unit of Termagaunts, you will cause 11-12 wounds shooting and then cause 8 wounds assaulting, while taking 2 wounds (For a total of 20 wounds, if the Gaunt unit does not run after shooting.) Against a unit of terminators, you will cause 3 wounds and take 3. Next turn, you will cause 2 wounds and take 2. So, no matter what army you face, there is almost always a use for these guys.

Another option, (That I don’t like, because of the lack of PK and high cost,) is to take 15 kommandos, 3 rokkits/big shootas, and Boss Snikrot. This is a decent list, because it can outflank with an HQ, and it comes in reliably from any board edge, (Slightly better than normal outflanking.) The disadvantage is that you don’t have AT capacity, and it costs 265 points, which is a bit expensive, for the survivability of this unit. 250-265 points.

All in all, kommandos are a good tourney unit, but not as effective during 1on1 games that you have to plan for a specific army. They are not specialist units, which means they are extremely well rounded, but that comes at the cost that they are not incredible at any one thing.

04
Aug
10

Ork Transport Tactics

It was pointed out in a comment that it should be ‘Carnifices’ not ‘Carnifaxes,’ but I think that will be okay. I am still going to do written posts, but this format will also show up sometimes.

10
Jul
10

Iron Waaagh! Datasheet

Made this today, hope you like it:

09
Jul
10

Flash Gitz VS Nobz

So, in previous posts, I have strategized about Flash Gitz. I have also done many write-ups about Nobz. But point-for-point, which one is better?

Well, Flash Gitz have the same point value as Nobz in ‘eavy armor, (which should always be taken.) Flash Gitz may not have any CC weapons, (with the exception of the painboy,) but they do have awesome, (if slow firing,) assault weaponry. Lets look at both specifically:

Flash Gitz: these guys are probably more flexible. ‘More Dakka’ is a must, but the other two are not as nescessary. They may not have close combat weapons, but they still are ork Nobz, so they still have 3 attacks in close combat, 4 on the charge. Also, (assuming more dakka,) five of these guys will potentially be able to take down 2-3 marines, (or even terminators,) assuming they get a decent AP roll. The only disadvantage is BS 2, but as an ork player you should know that already. At thirty points each, (plus the cost of the looted wagon you WILL buy them to ride around in,) a unit of ten will come in at 335 points. However, that unit of ten, with a tiny bit of luck, can kill five space marines in the shooting phase, and then charge them and cause five more, easily. And even if the marines had 2 close combat weapons each, they will still not cause more than 1 wound. And, they will take 4-5 wounds on average. That means it is one dead space marine unit. Even if you shoot at terminators, 1/3 of the time, (1/2, if you take the -1 AP,) you will cause 3 wounds. (I don’t suggest charging this time around.)

Nobz: These guys are slightly less flexible, and weaker at shooting. However, in close combat, these guys annihilate. They could take combi-weapons, but that is sort of stupid, since they aren’t supposed to be a shooty unit anyways. Against marines, (assuming 6 choppa/slugga, 1 painboy, 2 big choppas, and a PK,) these guys will cause maybe 1 wound in the shooting phase. Then they will charge, and cause 8.5 wounds, and take a maximum of (assuming the marines have 2 CC weapons,) 1 wound. In the end, both results are pretty much the same. However, against other enemies, one will do better than the other. The nobz will cause more wounds against lighter armor, (4+ or higher,) and the Gitz would be slightly better against CC oriented armor-heavy units, because they have more effective ranged weaponry. However, against gun-based units, bring in the NOBZ!

07
Jul
10

Skullhamma’s and Squiggoths: Apocalypse Strategies

So today I am going to do a couple more strategies on Apocalyptic units.

Skullhamma:

The Skullhamma is not necessarily the most deadly of tanks. It’s range (Comparatively to other apocalypse guns,) is mediocre, it’s AP is only 3 (good, but not great,) and the armor and structure points are lower than the stompas, and it doesn’t have any other extremely good weapons. (the kannon/lobba is okay, but not great.) However, it has one main advantage over other super-heavies: It is cheap. At only 400 points, it is one of the cheapest super-heavy vehicles in the game. And, it is fast, and can carry a full horde of ork boyz. 24″ of movement is always handy. And, with 12″ movement that allows you to disembarks and assault, this tank will come in handy. Get across the board in three turns, and lay down firepower for the rest. Don’t take to many of these guys, though, because while they are cheaper than most, they still come with a hefty price tag. paying 400 pts for a transport vehicle is a bit expensive, even if you get to use a good gun for the rest of the game. Make sure you have some juicier targets so that they will be shunned, or perhaps ignored completely.

Gargantuan Squiggoth:

This thing is a BEAST! 8 wounds, ridiculous toughness, immune to instant death, and 5 attacks at S10. The only gargantuan creature outside of the tyranid army, as well. This thing is able to take down practically anything in close combat, with one main disadvantage: it only has WS2 I1.. So while it will shred through most anything, (especially awesome with the ‘stomp special attack’ against really large enemy units,) it can still be brought down (or at least hurt ) by such characters as the Avatar and the Hive Lord. however, they have the problem of low strength. what you really need to watch for is powerful ‘greater daemons’ and more importantly, tyranid gargantuan creatures. those are the close combat threats. The larger threat is shooting from your enemy. It doesn’t matter that this guy has 8 wounds, he will be brought down eventually, and when that happens, you are out 600 points. And remember, you can only be locked in combat with super heavy walkers and gargantuan creatures, every one else has to run away, so you are still vulnerable to shooting. So: Use this guy for ‘scare tactics’ and to bring down things such as powerful yet low-strength CC units. Remember, anything short of S6 can’t hurt you. you could take down a horde of boyz, and the only thing that would even potentially be able to damage you is a PK nob.

01
Jul
10

Playing a Necron Army

So today, I will do a post about how to play with Necrons. This post is for people who own Necrons.

Necrons are not overly deadly. Sorry, but it is true. Their guns do not have to much range, for the most part they do not have massive strength, and in close combat, they only get one or two attacks at best. They are also rather expensive. Their troops choices cost 2 points more per model than space marines. However, there is one thing that makes them powerful. They are hard to kill. Just look at there stat-line! WS4 (for close combat,) T4, a 3+ save, We’ll be back, and possibly take a re-roll on the we’ll be back, if they take a monolith. And, the monolith has AV14 on all sides, immune to melta, and cannot be killed via glancing hits. See what I mean about ‘hard to kill?’

So, if you are playing a necron army, what you need to do is avoid anything that can kill you. I am not talking about things like rokkits or melta guns. Yes, those are deadly, but they only get one shot each. I am talking about MASSIVE amounts of attacks with the ability to kill you. (I am going to make orky references, because that is what I know best.) If you see a battlewagon with a deff rolla, immobilize it or lost your monolith! Even a monolith is not immune to 7 S10 hits. Or, if you see a horde of ork boyz, STAY AWAY FROM IT AT ALL COSTS! Even a full unit of necrons cannot survive against a charging horde. If your enemy takes a killkannon, (S7 Ap3) or a boomgun, (S8 AP3,) shoot it to bits or suffer the consequences. You have a lot of very effective units. Just make sure to avoid the enemy units that can destroy them. One last unit if you are facing orks (or perhaps space marines,) MEGANOBZ! (or terminators,) I used these once against a necron player, and completely shredded him. They penetrate armor, wound on 2’s, and cause instant death so you don’t get your ‘we’ll be back’ roll. Sorry, but even the toughest necrons cant stand up to that. (unless you have a 3+ invuln.)

Also, make sure you have a lot of ‘necron’ models. You can’t risk phasing out, because that means you lose automatically. And while a necron army can’t exactly go for a ‘horde,’ you can take 20-30 necron warriors as troops, plus any other necron models you can take.




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