Warheads

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

Month: July 2011

Death by Deployment


Last time out, we discussed the idea of designing your army with waves in mind. Today, we’re going to look at some sample deployments. Bear in mind that both factions detailed here strongly favour the layered assault tactics previously mentioned. The Menoth list is the more defensive of the two, the Skorne list is more aggressive but they are equally matched on paper.

Above is the Menoth force and we immediately note that the Holy Zealots with the Monolith Bearer are the obvious first wave. However, the player (me) has made a major error in deploying his jacks. The extremely dangerous and expensive Avatar has been deployed in the first wave. The extremely cheap and less effective Crusader has been deployed in the second wave. There is no reason to risk a high-value piece when a cheaper alternative is available.

Note the artillery piece on the hill. The Sunburst can actually be considered part of the first wave. When it runs forward into a firing position, it will extend an 16″ kill zone into the enemy half of the board. This restricts movement on his right flank and in theory funnels his forces towards the waiting tarpit.

The support units have been placed behind the lines. There is a case to be made for starting them alongside the frontline. Doing so would keep them close enough to assist when units start charging away on Turn 2.

Note that when deploying initially, the player should have avoiding deploying in such a deep formation. But after his first turn of movement, he should have divided his force into a clear first and second wave.


Here is a stronger deployment by the Skorne player. The Praetorians are the first wave unit and well positioned to move across his army and screen them. Their speed will let them get ahead of the rest of army, even if the others were to run directly forward. The warbeasts and their support elements are centrally placed to allow them the largest amount of flexibility.

He also has an excellent flanking unit in the Totem Hunter assassin. The opposing army doesn’t seem to have any small or single model units which could be diverted to deal with it. The Cataphracts find themselves facing an artillery piece and will need to reconsider any advance.

Again, both armies have a similar ethos but the Skorne player’s deployment is slightly more refined. Note that when you focus on his combat elements alone, their deployment is considerably shallower than that of the opposing combat element. This translates directly into additional inches gained on the first advance and a stronger board position.

For those curious as to how the battle actually finished, the full photo-report can be found here.

The Naas Wargaming Fraternity versus The Warheads


Hi all, a few weeks ago I challenged the Naas Wargaming Fraternity (NWF) to a club versus club fight using ETC style missions and pairings. The lists were submitted Monday the 25th of July by 18:00 and checked independently by Paul Quigley (Dublin Games Guild/Irish ETC Vice Captain 2011) and Jonny Fisher (Northern Irish ETC Captain 2011).


The lists allowed special characters but the restriction on only one of each codex still persisted as agreed by both Captains. Heading up Team Warheads would be myself and Francis Mahon for the NWF. Both teams sported some hardcore and varied lists with six players to a team.

Both teams also exhibited two ETC veterans each; Alec Cornelius (Warheads) who took part in the Home Nations this year as part of the Barbarians Team and myself (Team Ireland 2010 and 2011) while the NWF have Robert O’Byrne (Team Ireland 2010) and Cian O’Dowd (Team Ireland 2010).
The lists are displayed below and looks like a competitive field!


NAAS LISTS:



Blood Angels Army List 1750 pts
Chris Rooney

HQ:
Mephiston, Lord Of Death – [250]

Troops:
Assault Squad x6
-Meltagun
-Powerfist
-Melta Bombs
-Razorback (Twin linked Heavy bolter, Searchlight) – [179]

Assault Squad x6
-Meltagun
-Powerfist
-Melta Bombs
-Razorback (Twin linked lascannon) – [213]

Assault Squad x6
-Meltagun
-Powerfist
-Melta Bombs
-Razorback (Twin linked lascannon) – [213]


Elites:
Terminator Assault Squad
-Thunder hammers and storm shields – [225]

Furioso Dreadnought
-Pair of blood talons
-Heavy flamer – [135]

Furioso Dreadnought
-Pair of blood talons
-Heavy flamer – [135]


Heavy Support:
Stormraven Gunship
-Twin Linked Plasma Cannon
-Twin Linked Multi Melta – [200]

Stormraven Gunship
-Twin Linked Plasma Cannon
-Twin Linked Multi Melta – [200]


Total – 1750pts





Cian O’Dowd – 1,750 Points – Imperial Guard

Company Command Squad (50), with 3 meltaguns (30), Astropath (30), and Chimera (55) with heavy
flamer.
165 points

Psycher Battle Squad (60), with 2 additional Sanctioned Psychers (20), and Chimera (55) with heavy
flamer.
135 points

Veteran Squad (70), with 3 meltaguns (30), and Chimera (55) with heavy flamer.
155 points

Veteran Squad (70), with 3 meltaguns (30), and Chimera (55) with heavy flamer.
155 points

Veteran Squad (70), with 3 meltaguns (30), and Chimera (55) with heavy flamer.
155 points

Veteran Squad (70), with flamer (5), and autocannon (10).
85 points

Vendetta Gunship Squadron
– Vendetta Gunship (130).
130 points

Vendetta Gunship Squadron
– Vendetta Gunship (130).
130 points

Hellhound Squadron
– Banewolf (130), with smoke launchers (5).
135 points

Hydra Flak Tank Battery
– Hydra Flak Tank (75).
– Hydra Flak Tank (75).
150 points

Hydra Flak Tank Battery
– Hydra Flak Tank (75).
– Hydra Flak Tank (75).
150 points

Leman Russ Squadron
– Leman Russ Battle Tank (150), with lascannon (15), and plasma cannons (40).
205 points

Total: 1,750 points





Andy Farrell – Space Marine Army List – 1750pts

Librarian: Gate of infinity, Vortex of doom, bolt pistol – [100]

Dreadnought #1: 2x twin-linked autocannons (+20pts) – [125]
Dreadnought #2: 2x twin-linked autocannons (+20pts) – [125]
Terminator Squad: 5 terminators with thunder hammers and storm shields – [200]
Assigned to Land Raider

Tactical Squad #1: Sergeant with bolt pistol, close combat weapon and melta bombs (+5pts), and 4 marines with bolters – [95]
Assigned to razorback #1
Tactical Squad #2: Sergeant with bolt pistol and close combat weapon, and 4 marines with bolters – [90]
Assigned to razorback #2
Scout Squad #1: 4 scouts with bolt pistols and close combat weapons, sergeant with combi-melta (+10pts), close combat weapon and melta bombs (+5pts) – [90]
Scout Squad #2: 4 scouts with bolt pistols and close combat weapons, sergeant with combi-melta (+10pts), close combat weapon and melta bombs (+5pts) – [90]

Land Speeder Storm #1: Multi-melta (+15pts) – [65]
Land Speeder Storm #2: Multi-melta (+15pts) – [65]
Attack Bike #1: Multi-melta (+10pts) – [50]

Predator #1: Autocannon, and heavy bolter side sponsons (+25pts) – [85]
Predator #2: Autocannon, and heavy bolter side sponsons (+25pts) – [85]
Predator #3: Autocannon, and heavy bolter side sponsons (+25pts) – [85]

Razorback #1 Twin-linked lascannon (+35pts) – [75]
Assigned to tactical squad #1.
Razorback #2 Twin-linked lascannon (+35pts) – [75]
Assigned to tactical squad #2.
Land Raider Assigned to terminator assault squad – [250]

Total: 1750


Rory Dunne – Tyranids


HQ:
Hive tyrant(170): Scything Talons, leech essence, paroxyism, hive commander(25), wings(60) – [255]

Elites:
Hive Guard Brood(3): Hive Guard(50)- (3*50) – [150]
Hive Guard Brood(3): Hive Guard(50)- (3*50) – [150]
Zoanthrope Brood(2): Zoanthropes(60), Mycetic Spore(40)-(60*2+40) – [160]

Troops:
Genestealer Brood(13): genestealers(14),-(13*14) – [182]
Genestealer Brood(13): genestealers(14)-(13*14) – [182]
Genestealer Brood(12): gene stealers(14), toxin sacs(3)-(12*17) – [204]
Termagaunt Brood(10): Termagaunts(5)-(10*5) – [50]
Tervigon(160): cluster spines(0), catalyst(15) – [175]

Fast Attack:
Gargoyle Brood(10): Gargoyles(6), toxin sacs(1)-(10*7) – [70]

Heavy Support:
Mawloc – [170]

1748 points




Robert O’Byrne – Space Wolves Army List – 1750pts

Rune Priest: Living lightning, jaws of the world wolf, melta bombs (+5pts) and chooser of
the slain (+10pts) – [115]
Wolf Priest #1: Melta bombs (+5pts) and wolf tail talisman (+5pts) – [110]
Wolf Priest #2: Melta bombs (+5pts) – [105]

Wolf Guard Pack:
#1 Power fist (+20pts) and combi-plasma (+5pts).
#2 Frost blade (+20pts) and bolt pistol.
#3 Thunder hammer (+25pts) and combi-plasma(+5pts).
#4 Power fist (+20pts) and combi-melta (+5pts).
#5 Power fist (+20pts) and combi-melta (+5pts).
[215]

Wolf Scouts Pack: 5 scouts. All with melta bombs (+25pts), 1 with flamer (+5pts) and 1 with power weapon (+15pts). Joined by Wolf Guard #1. – [120]
Wolf Scouts Pack: 5 scouts. All with melta bombs (+25pts) and 1 with flamer (+5pts).
Joined by Wolf Guard #2 – [105]

Grey Hunters #1 6 grey hunters. 1 with plasma gun (+10pts) and 1 with power weapon (+15pts). Joined by Wolf Guard #3. – [115]
Grey Hunters #2 6 grey hunters. 1 with meltagun (+5pts) and 1 with power weapon (+15pts). Joined by Wolf Guard #4. – [110]
Grey Hunters #3 6 grey hunters. 1 with meltagun (+5pts) and 1 with power weapon (+15pts). Joined by Wolf Guard #5. – [110]

Long Fangs Pack #1 5 long fangs and 1 squad leader. 5 missile launchers (+50pts) – [140]
Long Fangs Pack #2 5 long fangs and 1 squad leader. 5 missile launchers (+50pts) – [140]
Long Fangs Pack #3 5 long fangs and 1 squad leader. 5 missile launchers (+50pts) – [140]
Transport #1 Rhino (assigned to Grey Hunters #1). – [35]
Transport #2 Rhino (assigned to Grey Hunters #2). – [35]
Transport #3 Rhino (assigned to Grey Hunters #3). – [35]
Transport #4 Razorback with twin-linked heavy bolters (assigned to Long Fangs #1) – [40]
Transport #5 Razorback with twin-linked heavy bolters (assigned to Long Fangs #2) – [40]
Transport #6 Razorback with twin-linked heavy bolters (assigned to Long Fangs #3) – [40]

Total: 1750


Francis Mahon [Captain] – Eldar Army list

H.Q:
Jetlock squad:
Farseer with runes of warding (15), spirit stones (20), doom (25), fortune (30), jetbike (30)
Warlock x 7 with jetbikes (140), enhance (15), embolden (5), destructor x 2 (20) – [530]

Jetlock squad:
Farseer with runes of warding (15), spirit stones (20), doom (25), fortune (30), jetbike (30)
Warlock x 7 with jetbikes (140), enhance (15), embolden (5), destructor x 2 (20) – [485]

Troops:
Guardians x 15 with warlock (25), embolden (5) and brightlance (30) – [180]
Dire avengers x 5 (*) – [60]
Dire avengers x 5 – [60]

Heavy Support:
Falcon with Holo fields(35) and shuriken cannon (5) – [155]
Wraithlord with brightlance(40) and missile launcher (25) – [155]
Waveserpent with star cannons (35) for Dire Avenger squad (*) – [120]

Total: 1750pts



WARHEADS LISTS:


=======================================================================================

Player Name: Joseph Cullen [Captain]
Codex: Chaos Space Marines

HQ
Daemon Prince 110
Wings 20
Lash of Submission 20
Mark of Slaanesh 5

TROOPS
Chaos Space Marine Squad in Dedicated Transport #1
5 x Chaos Space Marines 75
Icon of Chaos Glory 10

Chaos Space Marine Squad
5 x Chaos Space Marines 75

Chaos Space Marine Squad
5 x Chaos Space Marines 75

HEAVY SUPPORT
3 x Obliterators 225

3 x Obliterators 225

3 x Obliterators 225

ELITES
Terminator Squad
3 x Terminators 90
3 x combi meltas 15

Terminator Squad
3 x Terminators 90
3 x combi plasmas 15

Dedicated Transports
Dedicated Transport #1
Chaos Rhino 35

Dedicated Transport #2
Land Raider 220

Dedicated Transport #3
Land Raider 220

===========================================================================================

Player Name: Alec Cornelius
Codex: Dark Eldar

HQ 1: Succubus (65): Agoniser (20), Splinter Pistol, Combat Drugs,
Plasma Grenades, Haywire Grenades (5) – [90]

Elites 1: 4 Kabalite Trueborn (48): 4 Blasters (60), in Transport 1 – [108]
Elites 2: 4 Kabalite Trueborn (48): 4 Blasters (60), in Transport 2 – [108]
Elites 3: 4 Kabalite Trueborn (48): 4 Blasters (60), in Transport 3 – [108]

Troops 1: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 4 – [60]
Troops 1: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 5 – [60]
Troops 3: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 6 – [60]
Troops 4: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 7 – [60]
Troops 5: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 8 – [60]

Fast Attack 1: 3 Beastmasters (36): 5 Khymerae (60), 4 Razorwing
Flocks (60) – [156]

Heavy Support 1: Ravager (105): 3 Dark Lances, Shock Prow (5), Flicker
Field (10) – [120]
Heavy Support 2: Ravager (105): 3 Dark Lances, Shock Prow (5), Flicker
Field (10) – [120]
Heavy Support 3: Ravager (105): 3 Dark Lances, Shock Prow (5), Flicker
Field (10) – [120]

Transports:
Transport 1: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 2: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 3: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 4: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 5: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 6: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 7: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 8: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]

Total: 1750

===============================================================================

Player Name: Sam Santijirakun
Codex: Blood Angels

Librarian: Jump Pack, Shield of Sanguinius and Blood Lance – 125
Librarian: Jump Pack, Shield of Sanguinius and Blood Lance – 125

5 Honour Guard: Jump Packs, 3 Melta guns – 195
5 Honour Guard: Jump Packs, 3 Melta guns – 195

Sanguinary Priest: Jump Pack, melta bombs – 80
Sanguinary Priest: Jump Pack, Lightning Claw – 90

10 Assault Marines: Power fist, 2 Melta guns – 235
10 Assault Marines: Power fist, 2 Melta guns – 235
10 Assault Marines: Power fist, 2 Melta guns – 235
10 Assault Marines: Power fist, 2 Melta guns – 235

Total: 1750

================================================================================

Player Name: Tristram Hills
Codex: Imperial Guard

Company Command squad 50
4x Plasma 60
Chimera 55
Turret and Hull Heavy Flamer

Vendetta 140
Heavy bolters

Vendetta 140
Heavy bolters

Vendetta 130

Psyker battle Squad 60
4x Extra Psykers 40
Chimera 55

Veteran Squad 100
3x Meltaguns
Chimera 55
Hull Heavy Flamer

Veteran Squad 100
3x Meltaguns
Chimera 55
Hull Heavy Flamer

Veteran Squad 130
3x Meltaguns
Demolitions

Veteran Squad 130
3x Meltaguns
Demolitions

Hydra x2 150
Hull Heavy Flamerx2

Hydra x2 150
Hull Heavy Flamerx2

Hydra x2 150
Hull Heavy Flamerx2

====================================================================================

Player Name: Brian MacKenzie
Codex: Grey Knights

HQ
Crowe 150

TROOPS
5 purifiers (x2 psycannon, x2 halberds [1 master crafted], 1 hammer) 154
in rhino w/searchlight and dozerblade 46

5 purifiers (x2 psycannon, x2 halberds [1 master crafted], 1 hammer) 154
in rhino w/dozerblade 45

5 purifiers (x2 psycannon, x2 halberds [1 master crafted], 1 hammer) 154
in rhino w/dozerblade 45

5 purifiers (x2 psycannon, x2 halberds, 1 hammer) 149
in razorback w/psybolt 50

5 purifiers (x2 psycannon, x2 halberds, 1 hammer) 149
in razorback w/psybolt 50

5 purifiers (x2 psycannon, x2 halberds, 1 hammer) 149
in razorback w/psybolt 50

HEAVY
Dreadnought, Twin Linked Autocannon, Twin Linked Autocannon, Psybolt
Ammunition 135

Dreadnought, Twin Linked Autocannon, Twin Linked Autocannon, Psybolt
Ammunition 135

Dreadnought, Twin Linked Autocannon, Twin Linked Autocannon, Psybolt
Ammunition 135

total: 1750

====================================================================================

Player Name: Ulick O’Sullivan
Codex: Space Wolves

HQ1: Rune Priest with Jaws of the World Wolf and Storm Caller, Chooser
of the Slain: [110]

Elites1: 5 Wolf Scouts w/ melta gun & Meltabombs: [110]
Elites2: 5 Wolf Scouts w/ melta gun & Meltabombs: [110]
Elites3: 4 wolf guard, 2 x combi melta, 2 x combi melta with Wolf
claws and melta bombs: [132]

Troops1: 5 Grey Hunters with Meltagun: [80] in Transport 1
Troops2: 5 Grey Hunters with Meltagun: [80] in Transport 2
Troops3: 5 Grey Hunters with Meltagun: [80] in Transport 3
Troops4: 5 Grey Hunters with Meltagun: [80] in Transport 4

HS1: 6 Long Fangs with 5 missile launchers: [140] in Transport 5
HS2: 6 Long Fangs with 5 missile launchers: [140] in Transport 6
HS3: 6 Long Fangs with 5 missile launchers: [140] in Transport 7

Transport 1: Razorback with twin-linked Lascannon: [75]
Transport 2: Razorback with twin-linked Lascannon: [75]
Transport 3: Razorback with twin-linked Lascannon: [75]
Transport 4: Razorback with twin-linked Lascannon & Dozerblades: [80]
Transport 5: Razorback with twin-linked Lascannon & Dozerblades: [80]
Transport 6: Razorback with twin-linked Lascannon & Dozerblades: [80]
Transport 7: Razorback with twin-linked Lascannon & Dozerblades: [80]




Second Rank, Fire! First Rank, Die!

Flattening the Curve: Basic Wave Theory
Warmahordes enthusiasts have always mantained that their game has a relatively simple ruleset, on par with 40k and in this, they are correct. However, a beginner may still take time to grasp the important of a tuned force.

My own learning curve was a steep one. The tendency to drive forward in a shallow and wide battleline failed me time and again. The tipping point was the realisation that Warmahordes required greater depth in formation and the use of layering. Once I’d identified the basic idea laid out below, I found my lists and game performance improving enormously.

The main difficulty is that while many sites detail the most competitive caster and strongest units, these can only do so much, the key to success for a beginner is in understanding your force must have two (occasionally) three core elements to be successful. Once these have been identified, then you can design your force with some expectation of success. The compulsary elements are the First Wave and the Second Wave. Flankers are the optional element.


The First WaveAllowing your opponent to operate without restrictions is the path to defeat. Always assume that he, undoubtedly, has the perfect plan. Your first action should be to lodge a rusty spanner deep in the workings of his well-oiled machine. Your tool of choice is the First Wave.

The First Wave should be considered a sacrifical force. They are not expected to survive the game intact but shape the battlefield to benefit those units following behind.

The stereotypical First Wave unit is the humble “tarpit” unit. Whether through high armour, high defence, special rules or sheer numbers, these are intended to move forward and lock enemy assets in place. They are not expected to inflict losses, merely to tie down more than their value. A fully upgraded unit of the Protectorate’s Holy Zealots are an obvious choice with their ability to gain one turn of near-total immunity to enemy attacks.

A rarer First Wave archetype is the “Board Control” unit. Similar to the “Tarpit”, the goal is to advance and shape the enemy’s movement to better suit your army. The Circle’s Druids can lay down clouds which restrict shooting and charging. This may seem like a passive response but it has the same effect as the above.

The distinction is somewhat arbitary and there are many many options. But you should begin to grasp the idea. First Wave units which limit the enemy’s ability to move as he wishes, costing him irreplacable time and space. If you don’t have this element, then your opponent has the ability to ensure optimal positioning for his force while his First Wave denies you the freedom to react.

Your first strike units seem to be an obvious choice for this category. As very fast models, they can attack from great distances and remove key enemy pieces. In theory. In actuality, they are often better reserved as a second wave unit. Any good opponent will not expose his key units to your first strike and flinging them into the opposing First Wave plays into his hands.

So, look to your faction books and identify those relatively cheap and/or survivable units which can used as your First Wave. Anything which can truly delay an enemy advance should catch your attention. The game is fast-paced, any delays you inflict can prove fatal. This is especially true in tournament play.

The Second Wave
This is the heart of your force. The most effective assets and support elements. This vary from the actual second line units standing behind your frontline to the support units cowering in the rear of your force. Most importantly, it includes your caster. So, basically, everything else. But calling it that would ruin my lovely First/Second Wave dicotomy.

The First Wave is sacrificed to allow this wave to be used to full effect. Everything the First Wave does must be viewed through the lense of benefiting the Second Wave. Victory or defeat will be decided by whomever makes best use of this element.

The composition of your Second Wave varies wildly, depending on your faction choice. Bear in mind the relative value of your assets. The Second Wave should have all of your strongest pieces. Your best non-ranged jack, your best ranged unit, your strongest support. Critically, you wish to protect whichever units are needed to make your evil masterplan work.


The Flankers
Not all forces use flankers and some like the Legion of Everblight tend to rely heavily on their use. Hence, their use is optional but strongly recommended.

Their intentions are clear. They wish to move to a threatening position alongside or behind the opposing force. They hope to draw enemy assets away from the frontline to face them or simply bypass the frontline to strike at the enemy’s Second Wave.

The main requirement of a flanking unit is speed. Tournament games rarely go beyond the fourth turn and can often end in an assassination on the second turn. Flankers must be able to reach their angle of attack by the second turn.

The second requirement is that they must pose a credible threat. A flanking unit which is unthreatening will not provoke the desired response. You want to draw a disproportionate slice of the enemy force towards the flanker or failing that, choose a flanking unit that will be able to inflict enough damage to justify the unit’s cost.

Overall
The use of the terms First Wave and Second Wave may give the impression that Warmahordes tactics boil down to a staggered charge at the enemy but the same could be said of chess. The comparison is a fair one as Warmahordes has a strong sacrifical element. You commit assets to eliminate enemy assets in the hopes of attriting the enemy to death or establishing the conditions for a decapitating strike against the enemy caster.

The most important thing for the new player to grasp is that the notion of layered attack and defence is key to success. Although, the new player will soon outgrow the approach, the basic division of First/Second Wave should provide a good starting point to effective play.

Pythagoras and You

Proud to present a rare treat from OnTheStep.net’s Bristolscale7. A veteran Warhead you’ll be seeing Bristolscale7 cruising the Irish scene with his new Grey Knights!!

Below we have a standard Grey Knight castle in a pitched battle or spearhead scenario. Three psyflemen* dreadnoughts castle behind three razorbacks. The dreads are tall enough to shoot over the razorbacks but obscured enough to receive a cover save when taking return fire. They are accompanied by a librarian with the Shrouding psychic power which improves the dreads’ cover saves to 3+. If you come within 24” of this formation you will be subjected to withering stormbolter and psycannon fire.

How should you proceed? For the sake of this article we’ll say that you do not have sixty outflanking genestealers at your disposal. Instead, let’s assume you play the ever popular space wolves and bring fifteen missile launchers to the table. The trick is to deploy your Long Fangs beyond the range of the dreads but within reach of the razorbacks. Turn the GK castle into a prison! Your Long Fangs can take solace from the 6th century Greek philosopher and mathematician Pythagoras.
Granny always says that pretty teeth and book learning only get you so far in life, but we all know the older generation is as thick as pigshit, so let’s see what he has to say. The Pythagorean Theorem, for those of you who slept through math class, states that a^2+b^2=c^2 where c is the hypotenuse of a right triangle and a and b are the other two sides. Like so:

We know that the table is 48” across, and because we were observant and jacked up on Red Bull during our opponent’s deployment we know that the most vulnerable razorback is five or six inches on to the table. Thus if we put a missile launcher one inch onto the table in our deployment zone he will be 42” away from the razorback and about 45” away from the nearest dread—not far enough. The Pythagorean Theorem can tell us where to deploy our precious Long Fangs such that they will be within range of the razorback but safe from those meddling dreads.

In our triangle above we know that the length of A is 42” and we know that we want the length of C to be 48”. We adjust the formula accordingly to b=√(c^2 )- a^2 and when we crunch the numbers we get just over 23” for side b. Deploy the Long Fangs one inch onto the table and 23” to the right of the razorback and they’ll be ready for action.
What’s that you say? How the @#^& are you supposed to be know where 23” to the right of the razorback is without pre-measuring? There are a number of possible solutions to this problem. If you are playing a seize ground mission perhaps you demonstrated foresight and placed an objective as close to the corner as you could—12” from each table edge. You now have a visual 12” measurement to work with. If you are playing either capture and control or kill points you’ll have to estimate the distance. If the deployment is spearhead you will know where the center of the table is and where 12” extends from the center. If all else fails a razorback is just over 4” in length so try to visual a line of five of these extending from the target razorback. The most obvious solution is to get good at estimating distance—you know like Fantasy players used to be able to do before they got to pre-measure everything.
Next time I’ll show you how understanding this can allow to control the outcome of a dice roll
– BristolScale7
*Grey Knights Dreadnought armed with two twin linked autocannons and upgraded to include psybolt ammunition.

Best Painted Army at Q-Con

Congratulations to Andrew Johnston of UniteAllAction for winning QCon’s best painted army competition last weekend in Belfast. I saw this army up close and shot a few images of it but make sure to check out Andrew’s blog for more tasty Imperial Guard treats!! Below are a few images I managed to snap.

The detailing on the back of this Hydra is pure awesomeness, right down to the little custom rail across the back and mounting the gun platform on the half-track chassis.
While still fitting with the rest of the army’s paint scheme (using soft tones) AJ has made his Vendettas catch the eyes of everyone passing by. We got the great pleasure to snap shots from every angle. His opponents only ever got to look down their three twin linked lascannon barrels though….

AJ’s Chimeras (and Hydras) were all built using the Ork Trukk as a chassis! It didn’t resemble an Ork Trukk in the slightest at first but the muted tones really suit the model for use with Imperial Guard!!

This of course isn’t AJ’s first time winning best painted army at QCon but hopefully we’ll see him down south picking up trophies too sometime soon!!

Thunderwolf Lords at the ETC


So behind closed doors coming up to the submission of lists tonight for the European Team Championships Team Republic of Ireland and Team Northern Ireland have been contemplating a certain Codex Space Wolves list centred on multi Thunderwolf Lords running at the enemy then splitting off and going their seperate ways.

Coupled with the traditional Space Wolf Scout squad, solid mounted scoring options and ranged firepower in the form of Long Fangs it seemed a promising candidate for the ETC where matchups can be tailored somewhat.

Venerable master John Stowe (of the Dublin Games Guild/Northern Wasters/Vice Captain Team Northern Ireland 2011) brought the list to last week’s QCon in Belfast, probably in an attempt to persuade his Team Northern Ireland Captain Jonny Fisher to consider it viable for ETC selection. Well Mr. Stowe achieved 7th place with the following list:

and I’ll guess we’ll find out soon enough if he managed to persuade Jonny to take it along or not.
I personally don’t think the list holds much water on the Irish scene, particularly the Lords are subject to some things which, although rarely faced now, would ruin your day. Lash, psyker battle squads are a couple that spring to mind although 5+ saves against psychic powers and psychic hoods can help with this, on top of which John took a Wolf Priest with Jump Pack and meltabombs to avoid the ‘blob’ getting escorted off the table.
The list is solid for the ETC though and while I wouldn’t take that exact list I would want a slightly modified one to sit on that eight-man ETC squad. While bidding it can be an excellent list to gut certain other ones, apparently it does quite a number on Vendetta Guard but should be kept away from Stealer Shock and Dark Eldar (in fact a venom spam Dark Eldar list 19-1’ed John at QCon in the first round (commanded by none other than Alec ‘The Master’ Cornelius of the Warheads). It also does well against most medium mech armies but also heavy mech (Land Raider spam isn’t uncommon at the ETC).
Possibly more important is the fact that apart from Dark Eldar and Genestealers this list has very few straight up counterlists, something which weighs heavy on a bidding captain’s mind. This could also skew the opposing team’s bid strategy. While I’m certainly not the expert on this list I trust the views of those who back its taking on to a team, guys like John Stowe who are so convinced by it they’ll spend their precious few tournaments trying it out in public just to convince fellow team mates.

John Stowe also proposed (and then ran with the help of the War Altar’s R0ot) the inaugural Irish Masters Tournament this year.
Good luck Team Northern Ireland this year at the ETC!

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