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ETC Army Predictions

The Irish 40k team for the Border Shield and Six Nations teams have been announced. It’s exactly the team I would have chosen and represents the absolute best available. I assume the Nordies are suitably terrified by this year’s dream team.

1. Mike Tangney
2. Paul Quigley
3. Richard Flood
4. Jannick Rottgen
5. Alec Cornelius
6. Dan Ahern
7. Philip Johnston
8. Peter Scott

It is said that one should prepare to fight the next war, not the last war. Bollix to that. 
By looking carefully at the last war, you see how to win the next one. So, what should they bring? It’s pretty easy. Let’s look at the highest scoring lists from last year’s ETC.

Army Games Points/army AVG points/battle
Grey Knights 119 1329 11.1681
Witch Hunters 30 335 11.1667
Tau 6 66 11.0000
Dark Eldar 70 730 10.4286
Black Templars 46 473 10.2826
Eldar 83 842 10.1446
Blood Angels 130 1315 10.1154
Space Wolves 142 1436 10.1127
Chaos Space Marines 95 957 10.0737
Orks 131 1295 9.8855
Chaos Daemons 30 290 9.6667
Imperial Guard 130 1196 9.2000
Tyranids 66 590 8.9394
Space Marines 52 456 8.7692
Necrons 6 52 8.6667

Immediately, I strip out the Tau and Witch-hunters. The former are too small a sample, the latter no longer exist. This gives us seven codexes running ahead of the win-loss curve. I pick all of them.

There are five power armoured armies, Grey Knights, Black Templars, Blood Angels, Space Wolves and Chaos Space Marines. Both types of Eldar are in, Dark and Regular. That leaves one space which we all know has to be given to the Necrons.

With that list, we turn to the players. We’ve got six codexes which have obvious matches. Each of the below is the best in the country with their army and their armies are on the list. Let’s divide them out.

Necrons: Paul
Grey Knights: Floody
Eldar: Jannick
Dark Eldar: Alec
Space Wolves: Phil
Chaos: Peter

That leaves two players without armies and two armies to assign. Both Dan and Mike are strong players who have successfully played several codexes so this isn’t likely to prove difficult. I’d give Mike the Templars and Dan the Angels. No real reason for it apart from a sneaking suspicion that Dan has access to a Blood Angels army in Cork and the DGG have at least two or three Templar armies knocking about the club.

Black Templars: Mike
Blood Angels: Dan

We won’t be going into any detail as to the likely composition of those armies. But I suspect that the tournament veterans amongst us already have a few ideas. They might also wonder at the inclusion of the Dark Eldar, a codex which is proving a mite vulnerable of late. I’m including it on the assumption that it’s used as an early attacking list.

The team will also need Imperial Guard (Leafblower) and Eldar (Footdar) counter lists. Dark Eldar can deal with the latter, very well. I also suspect that we can find a Necron build that would make the Guard cry.

(Credit to http://etc2011-results.iis.cz/index.php for the stats.)

The Root of All Evil Special (Part 2 of 2)

The 2011 40k Masters

In honour of the previous author, we introduce the bonus round. Here, I shall penalise the organisers for every tiny piddling error, strip them of their hard earned points before sending them on their way, hopefully in tears. Unlike the previous authors, I will provide inrefutable proof of all my wild assertions.

Projector not on. (-10 points)

Score cards not water/beer proofed. (-10 points)

Overly attractive delete everything button. (-10 points)

Presence of counter-revolutionary swine. (-10 points)

Organiser exposed himself to children. (-10 points)

Criminals shipped in to play, replacing Irish talent. (-10 points)

Judges appeared under-skilled. (-10 points)

Organisers attacked my cameraman. (-10 points)

Some treats were wrapped, difficult to open. (-10 points)

So, when all factors have been taken into consideration, that leaves the total at 5/100 points. However, as the projector is clearly off (again) in the final shot, I feel duty-bound to dock the tournament an additional 10 points. Translated into the old scoring system, that leaves the Irish Masters on a disreputable -1/20.

[Ed: Part 1 can be found here]

The Root of All Evil Special (Part 1 of 2)


The 2011 40k Masters

Like all tyrannical and unjust regimes, Root’s day has passed and we have come to the end of his reign of terror. Having spent the past year torturing his betters, he now finds himself under the microscope. However, we are his betters and shall prove this through our kindness. I will be marking him out of 100 points rather than the niggardly 20 points he usually handed out. I also throw aside his despicable pretensions to speak for the common man and provide only my own opinion. Which is clearly the actual voice of the masses. Obviously.
The only identifiable flaws were the extremely early deadline for list submission and the mis-scheduling of Game 3. The random mission/deployment selection was wildly popular (with me) at Dominion Day III/IV and its migration south is greatly welcomed. The scorecards were that rare beast, an improvement on the much lauded Fisher approach. With army list, score card and scoring system all combined into one package, we can declare that item to have been perfect. All hail the Stowe score card. I suppose I should check the pack for spelling and grammatical errors but I’m rather lazy. I assume there is one present and dock you a point for it. 18/20 points.
I would prefer a shift away from the abundance of stunted, gnarled pale man-beasts towards top-heavy, slender brunettes but I’m informed that the budget won’t stretch to it. The players were moderately attentive, some were actually in the top 16 and some appeared to have washed recently. Bearing in mind that we are dealing with hardened nerds, that’s probably a 19/20 mark.
An interesting approach, rather than attempt to spread all available terrain over all tables equally, there appeared to be a design philosophy at work. Some tables were open in nature, others lent themselves to close quarter engagements. Frankly, it made for more variety in gaming than any bizarre custom mission would have. To ensure this continues, I award whoever was responsible a 20/20 mark. If it was accidental, then we should pause to consider the importance of catering to my whims by implementing this policy immediately at all cons.
With a ratio of one ref to eight players, rules decisions came quickly and erratically. Kidding. I must credit John and Shane for their willingness to take a few moments to double-check their rulings rather than operate by fiat. Admittedly, tensions were running rather low all weekend but the light-handed approach to disputes always plays well with the common players (i.e. me). The Twitter feed was wasted on me but remains a nice touch. 20/20.
There were cakes, buns, tea and coffee. The survivors were reinforced on Sunday morning but by tournament’s end, all was desolated. The only reason that full marks are not given is that we have been spoiled by Fisher’s breakfast farls. I award you 18/20 marks.
So, they enter the “justice” round with 95/100 points.

[Ed: Part 2 can be found here]

The Dave-Wolfs Mark 2

Okay the title sums it up really.

Before I get into the gubbins, I want to deal with this comment by Luke in my previous post.

”Honest advice would be to keep the core of your army the same and tweak it not to rebuild from the ground up. That way you will learn how to use it in the various situations that arise. ‘

Normally, I would agree with you here mate. However I’m afraid my house’s foundation is rotten to the core. Taking it out will collapse the house. 😀

Against Dan’s Orks, I was just outplayed by a superior player. I went for the kill early on and my dice failed to execute (or they just did so for Dan, who passed quite a ridiculous amount of cybork saves). My Thunderpups got owned and Dan correctly pointed out afterwards, when they die, my list fails hard.

The Guard showcased another huge problem, a lack of potent firepower. I made no real game changing mistakes and even stole the initiative. My rolling wasn’t terrible but I still got the stuffing knocked out of my list. Mostly due to my inability to cripple the guard’s laser output.

I have played the list vs my mate Robert’s Mech BA many dozens of times and it can handle them. It certainly doesn’t steamroll them. There is no easy wins (in fact most are hard fought and damn close draws).

Problem areas with the Mark 1:

1: Thunderwolfs are not as good as they appear/I hoped. WS 4 is largely responsible for this.

2: Large Grey Hunter units are not fantastic. Joe had raised questions about them before but I didn’t really understand his point. The few games showed me what Joe was talking about. They are not point-efficient.

3: My firepower is not as good as it should be. It simply didn’t cut it.

4: I lack a tarpit unit. I liked Bjorn for this role but at 270 points he was simply way way over-costed.

I think it is important to be somewhat decentralised. The army shouldn’t resolve around one unit or one plan. It is better to have multiple options or at least a plan A and B.

It is important to have a deathstar for the Irish scene tbh, just to have that counter card to play once your opponent uses his deathstar. Thunderwolfs are not impressing me, however, so I decided to use a less obvious alternative.

Here it is:

Logan : 275

Dread w/Assault Cannon :105

5 GH’s w/Melta in HB Razorback : 120

5 GH’s w/Melta in HB Razorback : 120

5 GH’s w/Melta in HB Razorback : 120

5 GH’s w/Flamer in HB Razorback :115

(10 wolf Guard)
6 WG w/TA- 1x 2WC’s, 2xWC/SS, 1xCM/CF, 1xCM, 1xNormal :338
4 WG w/PA-3xCombi-Melta, 1xCombi-Flamer : 92

6 LF’s w/5 ML’s : 140

6 LF’s w/5 ML’s : 140

6 LF’s w/5 ML’s w/ HB Razorback : 180

total : 1745

Okay. Obviously, the Wolf Guard in power armour go join those Grey Hunter units.

The list seems to tick alot of boxes.
Lots of shooting (19 ML’s)
Decent scoring (5)
Potent deathstar.
Decent tarpit.

What it lacks.
Backfield threats (land speeders / wolf scouts)
Psychic defence.

I regret the former and am pretty indifferent to the latter.

The only changes I’m pondering are replacing the flamer grey hunter unit (transferring its Razorback to a Long Fang unit) with two Lone Wolfs w/power weapons to hop in a Razor and go hunt small units.

I guess it would also be possible to replace them with a unit of wolf scouts.

I’m open to any comments/opinions/criticism/praise(especially this one ^^).

Farseer Dave.

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