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Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Tuesday, 18 August 2009

Tactica: Outdated Armies

I've noticed recently that there are large amounts of people who complain about their armies - often in strange ways that make little sense to me. This tactica is going out to address that complaining

You've all seen it. That it being the new player, who has just purchased an army (perhaps Dark Angels or Necrons) and happens to have lost many games. They complain, and they rant, and then they look at Space Marines.

Are they incorrect to do so? Surely it is an evolution of the game that the weaker players are removed from the armies, leaving only those worthy to do Khaines/the Emperors/the Gods/the Greater Goods work? Or is that just unwanted - aside from those people who want cheap armies on E Bay!

All armies have their bonuses and all armies have their failures. That is something a player realises early on - and what is usually identified as the parable of the Best Army by others. However, what could the advantages of an army which has not been updated for edition(s) be? There are three ones which have to be noticed:
  1. Power Creep/Power Seep: These codexes have not been altered to fit into the current game. For example, Necrons in 4th edition were the bane of so many armies that it wasn't even funny, and since they were not PSed, they remained a good army. Chaos Space Marines on the other hand WERE updated from pretty much the same position, and PSed down a notch or four. However, then there is the example of Dark Eldar who are in great need of a PC.
  2. Old Dog, New Tricks: These codexes still technically utilise old rules, and some can be deadly. For example, is it Mandrakes who have the old version of Feel No Pain? Then there is Space Wolves - using the old True Grit rules with their bolters still.
  3. Bufftastic: This is one which will be erased soon enough. Imperial Guard used to have this - the Bufftastic advantage means that the force has many MANY addons. For example, Doctrines allowed for a min-max or optimised list, but this was taken away. Nuff Said

Then again, people usually focus on the bad points of an old codex, which again I have noticed three main points of:

  1. Golden Oldie: The old codex will have been built for a different metagame and a different system. For example, Necrons had those Gauss weapons because they needed some Anti Tank support (due to lack of Meltas), and now that even THAT advantage has been taken they are screwed!
  2. Support: Again, this feels rather obvious. The older the codex is, the less likely they are to be played. The less likely they are to be played, the less chance that GW will release some models for them. It's a cycle, I tells ya! Heck, the older a codex is will also play upon the chance of being updated - paradox, eh?
  3. Point Costs: As time has gone on, GW has gone from giving higher costs than necessary to lower ones - this is due to their new corporate goals. The lower the cost, the more models sold. The More Models sold, the more likely they are to be played. The more likely they are to be played, the greater chance that GW will release some models/rules for them. It's another insane paradox!

So hold your heads high. Persuade your friends to buy some of those old Warriors - even if only to be converted into standard Eldar. If a market forms, then GW WILL release them. Remember that they are a company, and a company builds on their profits!

Friday, 10 July 2009

Herald Highlight: And I looked down upon my new dominion... and I thought it good

Temptation strikes from all frontiers, being the single unseen enemy of all hobbyists. One cannot deny this, being such an overwhelmingly obvious fact. Therefore, it stands to reason that this must be crushed - inevitablility must crumble, under the stern gaze of the hearts of good, strong, men!

Out of the long words (aww!) now. That's the key fact of the hobby, which will be covered in this highlight of the hobby. The first key fact to be covered in Hobby Academy Summer 2009. A new section on the site, I believe

It's the first thing we need to overcome each and every day that we take part in the hobby. That creeping feeling at the back of our heads... calling. Planetstrike looks pretty nice. Space Marines get reinforcements - you like that, remember! Don't give in!

Thats the point of every project, work in progress, plan, or army you will do. If you fail to gain any control over your hobby... then the hobby will have the chance to gain control over you. Believe me, we've all purchased something we didn't want... some more than others... and no-one wants to go back on that road!

So look for the signs. Listen for the pains. Consult your doctor for possible side effects. Remember to take the pills. This is one enemy you must defeat, by all costs!

Wednesday, 19 November 2008

Math-Hammer: Warlords vs Chaos Part 1

A person at the Friendly Local Games-Workshop (if there is such a thing =P) began progress on a Warlord Titan a couple of weeks ago. Woop-de-Doo. Therefore, I have to question the prospects of facing it down. Thus the Theory session
Somewhere in an Anderson shelter near the midlands of England, the Nurglish Math-hammer team is on the case. What is the best DIY Warlord killer?

We have a few normal options with us today. Including:
- Melta Weapons
- Chainfists
- Power Fists

Melta Weapons:
Who can use them? Wait, wrong question. Who can't use them? Dark Eldar, Necrons, Tyranids.
The obvious point is that in order for Melta stuff to be a good strategy, you need 2 assets. You need Flank March, in order to allow you to go straight behind that titan so it can't shoot them down. The other is Careful Planning, so you can start attacking from turn 1
Key Figures in this set up happen to really actually be Vulkan He'Stan mainly. He is a definate in your melta army, allowing ALL users of Melta weaponry in your army to act as if Twin Linked. The Relic Blade he holds means that he has a chance of inflicting glancing hits himself!

10 Chaos Marines with 2 Meltaguns, and Champion with Meltabombs and Combi-Melta
This is really the best set up you can have for your chaos squads. Since you're not bound to the '1 special only, 1 heavy only' rules, you can have 2 meltaguns. Take that, Warlord. These bunch are not only a scoring unit, but if they're flank marching, they will probably melta you in the first turn! All models in this unit have the oppurtunity to at least inflict glancing hits!

10 Chaos Havocs with 4 Meltaguns, and Champion with Meltabombs and Combi-Melta
Just when I said that there was a 'best' setup, I remember that Havocs may have 5 meltaguns in a unit. Oops. Just wait until you see the next choice...

10 Chaos Chosen with 5 Meltaguns, Champion, and all with Meltabombs
Count the meltas! Not only do these lot have the ability to infiltrate or outflank on the first turn (if you choose to send them in), they have up to 5 special weapons!

Math-Hammer Verdict:
The guns have 66% chance of hitting, and variable armour penetration. Outside of 6 inches, its a 16.5% chance of GLANCING the front armour, or 33% to do ANYTHING against the rear. AP 1 means that theres a 16.5% chance again of doing anything* on a glancing hit, and a 50% chance of doing anything* when you penetrate
The bombs probably will DEFINATELY hit, unless the titan moves. But it won't, who would be crazy enough for that? On average, you will definately penetrate as the average roll will be a 7
There is a 33% chance of doing anything* on a penetrating hit
(* as in Structure Point damage)

Chosen: 1st
Marines: 2nd
Havocs: 3rd
The only reason Marines are 2nd is because they are scoring. Otherwise, the havocs are 2nd

Wednesday, 22 October 2008

Theory of an Army

Today I begin a new army. Well, to be exact I began 3 weeks ago. To be more exact, i'm starting Warriors of Chaos. Another Chaos army

I admit that I don't do Fantasy that much. My first army was a High Elf army so I don't know how to deal with the whole 'Warriors suck Initiative-wise' or 'Yes, your army won't die from lack of Toughness' thing. I'll enjoy the fact i'm negating a couple of saves even with the Marauders (I remember, could be 3 instead of 4 strength), so that makes up for the lack of knowledge otherwise



So, onto the Theory. The taking up of a new army. How does one begin the process?

I begin my borrowing a book from someone I know who uses the army. I ask what they do like about the army, what they use, what they have used. Sometimes I just look at a site - for example, Warseer WIP topics. Both is as vital as the other

If this doesn't really inspire me, I then move onto looking at the book's models. This really seems to be like the previous stage, but i'm looking at the models not paint schemes or what others use the models themselves for. Though the previous stage helps with the decision it is not vital

Failing? I choose to look at the background. Never mentioned that I play narrative armies, did I? Thats why the background is important. So power gamers, I know that it has no presence when it comes to playing ability or the army itself - it only adds character. So thats why I use it as a criterium

Finally it comes down to the list though. For Warriors of Chaos, this is an all Plastic list. The Dragon is a corrupted High Elf one. The Daemonic Steed is a Green Stuffed Chaos Steed. The champions are conversions from the Plastic kits, and combined with trophies this should work.

So, the theory is over. The next few posts will be about armies. Maybe that will make up for lack of posting!