Official and Glorious Blog of the Inglorious and Officious Warheads Gaming Club

Month: January 2011

The R0ot of All Evil Vol. 7 (Warpcon XXI)

* I think the below sums up my initial feelings about Warpcon. *

Ugh what the feck it’s 6.30am on a Saturday morning and I have to travel to Ca’rk to be abused by their shrill irritating accents, who’s bright idea was this?! Why can’t every single event be held like 2 minutes walk (or less) from my apartment in Leixlip…. would it be so difficult?

Any way I’m back again for another edition of this filth and if you don’t like what you’re reading you can just go choke on my 3++ storm shield fired at you by my PoTMS!

So you know the way I’ve been ranting and raving for about 6 blog posts (and 6 cons) about this whole tea and coffee thing, how simple it is to do, how positive an effect it has an everyone attending and if you provide some buns with that it would be awesome also…….

…..Well you’d think that hey tournament organizers not doing this would be the height of the thing that would annoy me but YOU’D BE WRONG! (like Caolain *fada somewhere* and Floody about Maynard’s DA) In fact dear people being told that there WILL BE TEA AND COFFEE AND BUNS and finding there is none of this on the first day is much more irritating that the cork accent informing you of this fact. Get it together lads before the northerns invade and take over our tournament scene.

10am start awesome, finally a decent start where everyone will be prepared and organizers have everyone informed through some sort of clear informative way, nope didn’t think so. If you’re up there, please help the Warpcon organizers Superman. Lads come on now in a college as big as UCC would it be so difficult to source a projector for showing matchups/tables/scores it would have bypassed this whole printer not working fiasco after one print out.

You know what print outs and multiple people working from one laptop does, incorrect matchups. That’s right incorrect matchups and no you cannot use the size of the event as an excuse as you would have been well aware of the size of event that this was going to be so an extra 5-10 people shouldn’t upset your plans.

Day 2 brought the same tom foolery with a few delays and the final scorings being handed out to to the general crowd of 60+ wargamers to read aloud (my throat was fecked enough thank you)…. 2 sheets for 60+ gamers != good. [/code humour]

Just a quick note on this, it’s a tad bit fecking expensive for a wargames con lads, sure the drink is cheaper than Dublin but doesn’t mean you can’t reduce the price a little I mean you get 60 odd people so you shouldn’t exactly be short of cash, amirite?

*ugggh tired must write the good part later or may just come across as a dick, ugh too late. Enjoy some of this while you wait.

Right so lets get scores over and done with first:

Opponents 5/5
Venue 5/5
Food 2/5
Rules Pack 5/5
Terrain/Tables 5/5
Organization 4/5
Prizes 5/5 (Had to give five as I was not able to stick around for the prize giving so I am not aware of what they actually were)
Value for Money 4/5

Overall 18/20

So that makes for a total score of 53/60, a few things dropping the score as noted above but still an impressive score for the size of the event. Keep up the good work WAC/Cork Organizers.

So this being my first ever warpcon I was quite excited to be down with most of the Warheads (we will miss you Peter and Oisin) and all the talk about Warpcon and UCC seems to have been bang on the money. Whether it was down to the relaxed Cork attitude or the amount of wargamers in one place I don’t know but a hilariously fun weekend was had.

So my first note when we arrived in the 40k hall was the sheer amount and quality of the terrain, while I didn’t like the tables that were like pebble-dashed boards the terrain cleared any misgivings towards them. I was fairly ticked off at having being told about tea and coffee being provided at Warpcon (at Dominicon in November) and then there was none but Floody saved the food score a few points with his buns on the Sunday…. and he made some great cakes also.

My first game was against Blood Angels of Pearce Condren and from playing Baz’s list I noticed some similarities ;). Now BA scares the be-jebus out of me but I thought lets go for broke here and I had fantastic luck for my reserves and everying came on turn 2 with most of Pearce’s army within 6″ -> 18″ of my table edge however that is where my luck ran out and managed to do absolutely nothing to any of his units. Great opponent, great game but I’m glad Stowe avenged my honour!

Opponents throughout the day were some familiar faces and some not and a note of thanks go out to Brian (orks), Donal(orks), Eoin (necrons) (immobilised LRCs!) and John (Nids) for some amazingly fun and competitive games. A big thank you to all my crusade brothers also and apologies for the poor t-shirt designs but I was in a rush. (John, Karl and Hugh)

Organization was good for the amount of mishaps that happened, may want to bring some teleport homers for your printers next time lads with the printer breaking and a matching up mistake in the 2nd game for a few people. Very please that there was always one score monkey at laptop and although there weren’t many rules calls Judges were wondering around when needed.

(Whoever had the idea of Captain Americas thank you as the t-bone steak I had was ‘groin grabingly’ good)

Nice starting times on both days giving a well needed rest period for anyone who had been drinking the nights before so thank you for the consideration.

With this Warpcon well and truly over I can say it will not be my last time attending this amazing collection of wargamers. Keep up the great work and you can always improve on greatness (read as Tea and Coffee please).

EDITORS NOTE: It came to my attention that there was some words had around the top tables with Judges about a particular player and while I can neither comment on the exact nature of what happened I will say this, Judges should remain neutral, impartial (probably the same word meaning but worth saying twice) and above all don’t believe everything you are told without investigating.

Until next time where we review what is sure to be another top notch tournament from the nordies: Dominion Day IV (The Director’s Cut)

*As always any comments/criticisms/complaints feel free to post a comment here or hit me up via PM on On The Step or W-Ired.*

New! Shadow Spectres and Warp hunter from Forge World

From Fallen Autarch on onthestep.net:

“The pre orders are out on them along with the experimental rules. They are interesting, although a bit fragile the spectres can offer you a range 60 str 10 lance at full strength. Glancing land raiders on 2’s. And the Hunter is pretty much a flying D-Cannon which can also be a flame tank of ap 2 and wounding on 2’s….. ouch! Makes it anti tank and anti infantry, wouldn’t mind having 1 or 2 of them.

[Ed: The model above is a Warp Hunter. The other featured pre-order is the Shadow Spectre Aspect Warriors, with their experimental rules here.]
Some great looking shots as always from Forge World. A couple more pictures after the break, as well as the announcement email from Forgeworld themselves.

The Relevant sections from Forgeworld Newsletter #263

Shadow Spectres Aspect Warrior Squad
Shadow Spectres Aspect Warriors Squad
Disguised behind shimmering holo-fields, draped with gossamer-thin robes and appearing like ghosts, the Shadow Spectres are armed with prism rifles, each a potent anti-tank weapon. Their jet pack mobility allows them to hunt down their chosen targets with the implacable patience of the dead, materialising seemingly from the very air to unleash their overwhelming firepower.
Believed long lost by the Eldar’s Seers, this detailed full resin kit, sculpted by Simon Egan, contains 5 of these mysterious and deadly Aspect Warriors.Experimental rules for the Shadow Spectres Aspect Warriors are available to download from the Forge World website, taken from the desk of Imperial Armour writer Warwick Kinrade.
The full story of the discovery of the Shadow Spectres will be featured in Imperial Armour Volume 11: The Doom of Mymeara, released later this year.
Warp Hunter Grav Tank
Eldar Warp Hunter
The Warp Hunter, perhaps the rarest of Eldar tanks, sacrifices the transport capacity of the Falcon chassis to mount the terrifying firepower of a large D-Cannon, a weapon capable of tearing open the very fabric of reality and engulfing its target in the dark energies of the Warp.
This complete resin and plastic kit, sculpted by
Stuart Williamson, adds additional mobile heavy firepower to an Eldar army.

The Warp Hunter will be fully detailed in the forthcoming Imperial Armour Volume 11: The Doom of Mymeara, but in advance of this we’ve managed to secure experimental rules for the Warp Hunter from Warwick Kinrade’s manuscript as a free download.
Both the Shadow Spectres Aspect Warrior Squad and the Warp Hunter Grav Tank are available to pre-order now for despatch in the week commencing the 24th of January.

New! Furioso Dreadnought and Stormraven Pre Order

Hey all,

just throwing up some recent stuff, the GW site has thrown up the new Furioso and Stormraven models for pre order here. Here are some snapshots of the models in their full GW, non converted glory:

The helmet on the Storm Raven pilot is class, same as the Sergeant Chronus one I think? Still not sold on the Storm Raven though but the new dread upgrades are awesome sauce.


Tactically Speaking.

The Imperium’s elite, superhuman defenders. Eight foot tall, acid spitting, mini-rocket-launcher-machine gun wielding Zealots encased in ceramite plates. Awesome! Well the back story and fluff of the Tactical Space Marine is at least. Unfortunately The Tactical Squad just doesn’t cut the mustard on the table. When my Salamander Space Marine army fist came into being it contained three full ten man Tactical Squads. Surely, I thought, a solid core of ultimate bad asses would be the base of a great army. Heavy weapons splitting into combat squads, Sergeants charging off with powerfists waving. But it was not to be. They proved to be largely ineffective. But why were the greatest soldiers of the forty first millennium failing so hard. There are two major problems with Tactical Squads.

Firstly the Tactical Squad is neither a dedicated close combat unit or a dedicated shooting unit. And suffers greatly because of this, not being able to deal with enemy assault units or form a shooting squad with less then ten troopers. Ah! but isn’t that the purpose of combat squads! Well yes, but it does little to solve the problems.

If fluff was represented by a paint job…
Taking a Tactical Squad with a flamer, Missile Launcher and Sergeant armed with a power fist might look like a decent way of splitting the capabilities of the squad, but there are huge problems. To get the most out of the squad it needs to split down into combat squads. In a third of your games you want to avoid small easily killed squads, and five marines is not a hard target, especially with wound allocation being able to knock off the few models with special gear.

Alternatively you can leave the squad whole combining the durability of a large squad and weight of fire. But the negatives are just as bad. Having a squad comprised mostly of boltguns means that infantry are the preferred target, wasting the hitting power of the free heavy weapons. It also makes the squad static. Moving with heavy or rapid fire weapons severely limits range and ability to fire. In this game static is dead.

If their rules were represented by a paint job…
Secondly, they’re scoring units. Now this shouldn’t be a big problem but it is. A squad that’s not very good at fighting and not good at shooting on the run is going to have some problems if it needs to move to objectives and then deal with anyone who might already be there or on the way. On the other hand sitting on an objective makes you predictable, another thing that your opponent can use to his advantage. A unit that needs to hold objectives and isn’t very good at either of the two unit roles in the game would be fine if they didn’t come with such a high price tag. And to make the squad better at either role it costs points, a lot of points.

But it’s not all doom and gloom, they boys do have a few options. Keeping the squad cheap is a must. Transports provide an armoured shell that needs to be cut through first. Combining this with the reserves rule, The squad hopefully will avoid the enemy until they cannot afford to spend the firepower attempting to destroy a transport and squad. A Rhino is preferable for the role as it’s so cheap. 125 points buys five Marines in a Rhino.

Drop pods give some interesting tactical advantages. They do need a full size squad to be bought but they allow a squad to break down into combat squads after arriving. Although they do need at least 2 in the list to avoid your scoring units arriving turn one. But the advantages are reasonably good. Using the Deep Strike rule to arrive with the pods rules to protect them, the squad can drop in close to enemy artillery pieces with a meltagun and combi-melta and clear objectives away from the main battle. Or just drop in away from everyone.

Another build for the Tactical Squad is commonly referred to as the “Melta Bunker”, involving as much melta in a squad as is possible and a Rhino transport. The idea being to move to a good shooting position and firing from the top hatch, preferably having the transport obscured. The squad still remains expensive, but is more mobile and has the option of dumping the squad out. I feel it still suffers too much from the problems above, as well as shaking the vehicle neuters it’s offensive ability.

They do remain quite tough with a 3+ armour save and the rule “And They Shall Know No Fear” give marines great chances of sticking around, not so much in combat but hugely from shooting. The nine inch potential move after a fall back means avoiding the enemy can be quite easy. Combat Tactics makes this very powerful but as the best Space Marine characters come with Chapter Tactics, it doesn’t appear all that often.

Being armed with Krak Grenades as standard also adds so utility against vehicles. Against armies like Imperial Guard some Tactical Marines near Hydras or Leman Russ Battletanks can help reduce incoming fire as they move to avoid automatic hits.

So to conclude, They’re expensive, not great at any particular role, too many will cripple you. But they do have some redeeming features. Keeping them cheap and going to ground in the face of low AP fire can give your opponent problems in target selection. It also allows you to take more of the heavy hitting stuff. Remember if your opponent hasn’t got any guns left he can’t hurt you back.

Coming soon to a War Alter near you:
Scouting it out.
Are the sneaky fellas any better then their power armoured buddies?

Dark Angels are back?

So I have been getting a lot of texts about the new DA FAQ and it has been discussed both on this site and others that maybe just maybe there is now the potential to make them work.

If you are interested in seeing what I have to say on the codex overall please read my Primer as posted here several months ago.

Lets see. The FAQ has fixed TH/SS issues, made the Apoth give his unit Fnp instead of the old rule, given us the Heavy 2 Cyclone and brought the PotmS and Smoke up to regulations.

Is this a really big deal? I don’t really think so.

Any army must have a certain number of things to make it work. The most obvious of these is the ability to shoot and the ability to assault. With DW these abilities IMO must be present in each squad or any opponent worth his salt, will merely shoot the assaulty stuff and assault the shooty stuff. I have agonised over the inclusion or removal of Chain Fists in each squad long enough to realise that it is a necessity.

Each squad should also have these things as they are the core of your army; with the base cost of 215 points for 5 lads, you don’t have the options that might otherwise be available to you.

The first reaction I had was to see how many TH/SS guys I can get on the pitch.

Belial; TH/SS
Command Squad; 5 X TH/SS, 1 Cyclone, Apoth.
5 X DW Squad; 5 X TH/SS, 1 Cyclone.

This leaves you with enough for 2 Speeders or a Chaplain/Libby.

Problems here are mainly due to a lack of S8 + and it is very slow, even with DW assault., Which I would be nervous about without Homers.

Lets spark this up somewhat and see what I would deem better. My main focus here will be on making each unit more diverse while also allowing for wound allocation, which when you have 30 figs, is your friend.

Belial; Claws.
Chaplain; Combi-Melta.
Command Squad; Apoth TH/SS, Cyclone TH/SS, Srg TH/SS, SB/CF, TLC
5 X DW Squads; TLC, TH/SS, Srg TH/SS, Cyclone SB/PF, SB/CF.

Even this doesn’t really do it for me. I think that they are too Swiss Army Knife, mainly because there are 5 squads.

Stormy sent me this list earlier today:

Belial; Claws
Command; Cyclone, SB/CF, 4 TH/SS
3 X DW Squads; 5 X TH/SS, 1 Cyclone
2 Speeders; M Melta, H. Flamer
2 Speeders; M Melta, H. Flamer
1 Speeder; M Melta, H. Flamer
Godraider, Extra Armour.

This could work, but the speeders are not reliable and the army lacks S8 +, with a single CF and the two Lascannons, the fact that it is a Godhammer means will also not be played as aggressively as it needs to be.Also the God Raider only has capacity for 10 models so Belial will be walking with the others.

My army from 3 Warpcons ago seems to have most of the pieces I think might be needed.

Belial; Claws
Command; Banner TH/SS, Srg TH/SS, Apoth TLC, H. Flamer/CF, TH/SS.
2 X DW Squads; Srg TH/SS, Cyclone TH/SS, SB/CF, TH/SS, TLC.
2 X Ven Dread, Lascannon/Missile Launcher
Ven Dread; Auto Cannon, H Flamer, Extra Armour.
Land Raider Crusader; Extra Armour.
Speeder, M Melta, H. Flamer.

Having said all this, I think that the addition of one or two extra TH/SS into my most recent Raven Death list would prob be the best as it will give the army the speed it needs while bringing in more Melta and Sammy on his Speeder.

Belial; TLC
Samael; Speeder
DW Command, Apoth TLC, Srg SB/PW, Ass Cannon/PF, SB/CF, TH/SS.
2 X DW Squads; TLC, Srg SB/PW, Cyclone SB/PF, SB/CF, TH/SS.
RW Command; Srg PF, Apoth Plasma, Plasma, Attack Bike M Melta.
RW Squad; Srg PF, 2 X Melta, Attack Bike M Melta.
Speeder; M Melta, Ass Cannon
Speeder; M Melta, Ass Cannon

The later would be my preference in terms of play style and competition. I know that others will disagree. I would like to try out the first list with all the TH/SS and I’m sure it will make an appearance.

I may have to start playing these lads again as it could be that my best general is in jeopardy once people realise what these lads are capable of.

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