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</description><link>http://www.imperiusdominatus.com/</link><managingEditor>noreply@blogger.com (Mark Mercer)</managingEditor><generator>Blogger</generator><openSearch:totalResults>2248</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/ImperiusDominatus" /><feedburner:info uri="imperiusdominatus" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:browserFriendly></feedburner:browserFriendly><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-1879151720914388880</guid><pubDate>Tue, 18 Jun 2013 14:21:00 +0000</pubDate><atom:updated>2013-06-18T15:21:55.150+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Codex Reviews</category><category domain="http://www.blogger.com/atom/ns#">Eldar</category><title>Eldar Codex Review: Fast Attack</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s1600/Eldar_3_by_armandeo64.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="251" src="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s320/Eldar_3_by_armandeo64.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Fast Attack for Eldar today, here is the elites if you missed it:&amp;nbsp;&lt;a href="http://www.imperiusdominatus.com/2013/06/eldar-codex-review-elites.html"&gt;Eldar Elites Review&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Swooping Hawks&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://24.media.tumblr.com/tumblr_llr9d4nQUo1qf66tho1_400.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://24.media.tumblr.com/tumblr_llr9d4nQUo1qf66tho1_400.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Swooping Hawks have taken a massive point decrease from 21 points a model down to 16 points, that's a serious point drop!&lt;br /&gt;
&lt;br /&gt;
Swooping Hawks get a new rule called herald of victory which allows a unit consisting of entirely of models with this rule to deep strike without scatter.&lt;br /&gt;
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The sky leap rule remains the same, though this can be done before regroup tests - handy if the Swooping Hawks are falling back and close to the table edge or use sky leap to get them out of harm's way if going to eat fire power.&lt;br /&gt;
&lt;br /&gt;
Swooping Hawks still have the grenade pack, though it has changed to AP4 now, but it has been nerfed as now a 24" range shooting weapon instead of being placed any where on the table after the Hawks have arrived via deep strike. Another bonus is the grenade pack ignores cover and if the unit has at least six models then the grenade pack uses a large blast instead of small blast.&lt;br /&gt;
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The Exarch may take a sunrifle (like a lasblaster but assault 3, blind) or a hawk's talon which is S5 assault 3.&lt;br /&gt;
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&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Swooping Hawks have taken a much needed points decrease, however they are still Guardsmen with wings, really and only offer anti infantry (not that awesome either) abilities. I guess you could take an Exarch with a talon, but that's some points just to rear armour vehicles.&lt;br /&gt;
&lt;br /&gt;
On a good note the Swooping Hawks will be extremely useful for linebreaker, especially if you go second as you can sky leap them turn 4 and auto arrive back on in turn 5.&lt;br /&gt;
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Rating: 6.5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Warp Spiders&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcReRZ4Dtj5EpRkoeDvH0jTIvrymMNeMM5mwS_vlQKO8ISG1nIw6Xg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcReRZ4Dtj5EpRkoeDvH0jTIvrymMNeMM5mwS_vlQKO8ISG1nIw6Xg" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Warp Spiders have taken a 3 point decrease in the Eldar codex and are now classed as jet pack infantry. They also get hit and run as standard while previously you had to take an Exarch to be able to do that, which would cost another 27 points.&lt;br /&gt;
&lt;br /&gt;
The Warp Spiders weapon, the death spinner has also been improved. When firing at enemy models with initative 3 or below the weapon gets&amp;nbsp;+1 strength. In addition a 6+ to wound counts as AP1 - groovy!&lt;br /&gt;
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You can take an Exarch in the unit who can take a twin-linked death spinner (not worth it as Exarch is BS5) or a spinneret rifle, which is S6 AP1 rapid fire, pinning - for the cost of the Exarch and rifle I probably wouldn't bother.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Warp Spiders are a much improved unit and will be one of the top choices in the fast attack section. Their warp jump ability allows them to move 6"&amp;nbsp;+ 2D6" (roll a double one dies), that's roughly 13". They then can run and can re-roll this thanks to fleet. Because they are jet pack infantry they can move 2D6" in the assault phase. So you're talking about a 24" movement! Excellent for getting into side/rear armour on vehicles. I think Warp Spiders will make excellent distraction units and 10 x S7 shots against a vehicle is no laughing matter.&lt;br /&gt;
&lt;br /&gt;
Rating: 8/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Shining Spears&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://i169.photobucket.com/albums/u219/glock_22/Shining-Spears001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://i169.photobucket.com/albums/u219/glock_22/Shining-Spears001.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Shining Spears are jetbikes in the fast attack section and have taken a whooping 10 points decrease! In addition they also get outflank and skilled rider included, previously had to use an Exarch to get these abilities.&lt;br /&gt;
&lt;br /&gt;
The laser lance has taken a change and now is AP3 when used as a range weapon. In combat it has taken a nerf in line with power weapons from 5th ed rules to 6th ed and now is just AP3. Keep in mind the&amp;nbsp;+3 strength bonus from a laser lance only works when charging.&lt;br /&gt;
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An Exarch can take a power weapon for free or a star lance, which is a S8 AP2 version &amp;nbsp;of the laser lance.&lt;br /&gt;
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&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Much improved from last edition and still handy for tackling basic troop units and vehicles. I can see Shining Spears being very popular in Windrider lists. The addition of skilled rider gives them that little more survivability as they do not have to worry about moving into cover in order to claim those cover saves.&lt;br /&gt;
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One thing to remember is that Shining Spears have eldar jetbikes so can turbo boost a serious distance or move in the assault phase; great for getting close to enemy units or line breaker.&lt;br /&gt;
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Rating: 6.5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Crimson Hunter&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
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&lt;a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3250273a_99120104032_CrimsonHunter02_873x627.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="229" src="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3250273a_99120104032_CrimsonHunter02_873x627.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Crimson Hunter is one of the two new flyers in the Eldar codex. If you think Dark Eldar Razorwing Jet Fighter, then you cannot go wrong. It costs 170 points.&lt;br /&gt;
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The Crimson comes with two brightlances and a pulse lasers as standard; lots of S8 death. You can switch the brightlances for starcannons if you want, though I wouldn't bother.&lt;br /&gt;
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It also has the vector strike rule and skyhunter, this rule lets you re-roll hits which failed to glance or penetrate on other flyers.&lt;br /&gt;
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You can take an Exarch who makes the Crimson Hunter BS5 and gives precision shots on a 5+. This makes the Hunter expensive and as it is pretty weak you're investing points into something which probably won't last that long. However, it a job is worth doing it is worth doing right and perhaps worth milking the Hunter before it goes down. Plus the precision shot ability isn't mega useful as this vehicle is a primary anti vehicle unit, but the precision shot does give the ability to instagib Space Marine characters.&lt;br /&gt;
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&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
An expensive weak flyer and has no real defence apart from jink, which means snap fire and will be a waste of points if you take the Exarch. The mass S8 means it's only really good for normal transport vehicles and you'd have to get lucky with the lances to take down something serious. Expect this to be a one trick dead pony.&lt;br /&gt;
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Rating: 6.5/10&lt;br /&gt;
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&lt;b&gt;Vyper&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
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&lt;a href="http://www.dakkadakka.com/s/i/at/2008/4/vyper-21011000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://www.dakkadakka.com/s/i/at/2008/4/vyper-21011000.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Unlike other fast attack units, the Vyper has taken a slight points increase by 5 points. But for that points increase you do get extra ballistic skill, a shuriken cannon and a shuriken catapult. So really the points cost are about the same once added the cheapest upgrade from the old codex.&lt;br /&gt;
&lt;br /&gt;
Vyper can be taken in squadrons of 3 max. Can have brightlance, scatter laser, starcannon &amp;amp; eldar missile launcher. You can switch the standard shuri catpault for a shuri cannon and have a cheapo 3 x S6 annoying little nat zooming about.&lt;br /&gt;
&lt;br /&gt;
Vehicle wargear is available, holofield maybe an interest, but bumps the points up. However the Vyper with double shuri cannons and holofield is about the same points cost as a dual multi melta Space Marine Land Speeder.&lt;br /&gt;
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&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
A nice little unit though I can see other choices will be taken over this i.e Warp Spiders, Shining Spears and probably the Crimson Hunter. Still for the points you cannot go wrong and if you add a scatter laser on it you are going to get some twin-linked goodness. Be careful what you throw on though as the Vyper can get pretty expensive for what you get. Something else to consider is the Forge World Hornet, which costs a little more points, though is slightly tougher.&lt;br /&gt;
&lt;br /&gt;
Rating: 6.5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Hemlock Wraithfighter&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
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&lt;a href="http://zweischneid.files.wordpress.com/2013/05/white-dwarf-cover.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="222" src="http://zweischneid.files.wordpress.com/2013/05/white-dwarf-cover.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Hemlock is the second new flyer available to Eldar and has the same chassis as the Crimson Hunter.&lt;br /&gt;
&lt;br /&gt;
Like the Crimson Hunter, the Hemlock also has the vector dancer rule, though that is all they share between them.&lt;br /&gt;
&lt;br /&gt;
The Hemlock is an anti troop unit in aerial form. It comes with two heavy d-scythes (S4 AP2 blast distort), spirit stones (like living metal) and mindshock probe - this forces all successful morale and pinning tests within 12" have to re-roll. I'll note it says ALL units, so does this include Eldar?&lt;br /&gt;
&lt;br /&gt;
Something unusual for flyers, the Hemlock is a psyker which has the terrify psychic power. To make the most out of this power you would need a few Hemlocks and then Wave Serpents and/or Night Spinners to take advantage of those pinning tests.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Hemlock is more expensive than the Crimson Hunter and if the Hunter doesn't cut the mustard then the Hemlock certainly doesn't. Eldar really don't need anti troop fire power what they need is more anti air and something more durable. Correct me if I am wrong but I believe Forge World Eldar flyers are cheaper and better for the points. Still, you can have that combo with Wave Serpents and Night Spinners and you know you're going to get the terrify power, which is usally randomly rolled for.&lt;br /&gt;
&lt;br /&gt;
Rating: 4/10&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;Another part of the Eldar review is done. Warp Spiders are a strong choice for fast attack and Vypers offer some attraction. Shining Spears will have a place in jetbike armies and for people who want a close combat bite. Swooping Hawks aren't a bad choice for the points. Unfortunately both new flyers come in last.&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;What are your thoughts on the Eldar fast attack? Have you used any of these units?&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;</description><link>http://www.imperiusdominatus.com/2013/06/eldar-codex-review-fast-attack.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s72-c/Eldar_3_by_armandeo64.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-4370980120985619613</guid><pubDate>Tue, 18 Jun 2013 09:10:00 +0000</pubDate><atom:updated>2013-06-18T10:10:17.407+01:00</atom:updated><title>Chaos Marines for sale; Rhinos, CSM &amp; Heldrake</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-JVA3zB7FvzI/UcAjT7MtAKI/AAAAAAAACHw/zTaCIjQpWJQ/s1600/20130617_205438.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://2.bp.blogspot.com/-JVA3zB7FvzI/UcAjT7MtAKI/AAAAAAAACHw/zTaCIjQpWJQ/s320/20130617_205438.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
All of the above is for sale; I can sell together or split.&lt;br /&gt;
&lt;br /&gt;
I have six Rhinos, which I have started painting Emperor's Children. All have greenstuff mutation.&lt;br /&gt;
&lt;br /&gt;
Two nicely painted Vindicators in Emperor's Children, also have greenstuff mutation.&lt;br /&gt;
&lt;br /&gt;
16 x Chaos Marines painted as Iron Warriors. Mid changing them to Emperor's Children so they have possesed bits and Kromlech fraternity shoulder pads and heads.&lt;br /&gt;
&lt;br /&gt;
14 x Chaos Marines painted as Iron Warriors, some have the Kromlech fraternity shoulder pads and heads.&lt;br /&gt;
&lt;br /&gt;
Unpainted Heldrake with hades autocannon. Had to do a bit of greenstuff on the wings as the wings were glued on backwards. No baleflamer.&lt;br /&gt;
&lt;br /&gt;
If you are interested drop me an e-mail imperiusdominatus@live.co.uk</description><link>http://www.imperiusdominatus.com/2013/06/chaos-marines-for-sale-rhinos-csm.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-aPvggYSY4t4/UcAjLTqWRLI/AAAAAAAACG4/hO4jyKbm58U/s72-c/20130617_204409.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-1135060885167413158</guid><pubDate>Mon, 17 Jun 2013 13:30:00 +0000</pubDate><atom:updated>2013-06-17T14:30:48.722+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Battle Reports</category><category domain="http://www.blogger.com/atom/ns#">Blood Angels</category><category domain="http://www.blogger.com/atom/ns#">Eldar</category><title>Battle Report: Eldar vs Blood Angels - 2,000 points</title><description>I decided to give Eldar a whirl yesterday against Rich and his Blood Angels. I've got a list in mind which I am interested to see if works before I start shelling the cash. I used to play Eldar back in 5th, and now I've made up my mind that fast and shooty is my play style I think I'll enjoy them more than ever :)&lt;br /&gt;
&lt;br /&gt;
No pics I am afriad as proxy mayhem while both of us are testing lists; sorry, amigos.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Eldar - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Farseer - eldar jetbike &amp;amp; mantle of the laughing god&lt;br /&gt;
Spiritseer&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Wraithguard w/ Wave Serpent - Serpent w/ twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
5 x Wraithguard w/ Wave Serpent - Serpent w/ twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
3 x Windrider Jetbikes&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Vyper - shuriken cannon&lt;br /&gt;
Vyper - shuriken cannon&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
2 x War Walkers - 4 x scatter lasers&lt;br /&gt;
2 x War Walkers - 4 x scatter lasers&lt;br /&gt;
2 x War Walkers - 4 x brightlances&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Blood Angels - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Gabriel Seth&lt;br /&gt;
Reclusiarch - jump pack&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elite&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
2 x Sanguinary Priests - jump packs&lt;br /&gt;
7 x Sternguard Veterans w/ Rhino&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Assault Marines w/ Razorback - meltagun&lt;br /&gt;
5 x Assault Marines w/ Razorback - meltagun&lt;br /&gt;
5 x Assault Marines w/ Razorback - flamer&lt;br /&gt;
10 x Assault Marines - 2 x meltaguns - sgt w/ lightning claw&lt;br /&gt;
10 x Assault Marines - 2 x meltaguns - sgt w/ lightning claw&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Devastators - 4 x missile launchers&lt;br /&gt;
5 x Devastators - 4 x missile launchers&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fortifications&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Aegis Defence Line - quad gun&lt;br /&gt;
Aegis Defence Line - quad gun&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Game: &lt;/b&gt;we're playing a custom mission which I wrote which is centre about a volcanic planet. The mission has special rules which units in terrain roll a D6 and result of a 1 that model takes an initiative test, if fails then dies. Also at the start of the turn roll a D6 for every unit, if a 6+ is rolled then that unit is hit by D6 S8 AP3 volanic debris. Deployment was short edged tables 12" from the edge and mission was whoever holds the most table quarters.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Deployment&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
I won the roll off and took the short edge to my right. Rich dropped his ADLs spread across his deployment zone.&lt;br /&gt;
&lt;br /&gt;
I deployed first placing Lance Walkers on the left flank (on my long table edge), then in the centre behind a ruin all other units while the two Vypers took refuge behind a ruin on the right flank.&lt;br /&gt;
&lt;br /&gt;
Rich deploys and puts a Dev unit on each quad gun, then on the right flank both jumper units while all vehicles park up in the gap between the ADL with the Sternguard Rhino at the back with Seth and Corbulo inside.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;The Devastators and Sternguard are the most problem for me in this game; Devs can reach out and blast my Serpents and other vehicles while Sternguard will be a problem for my Wraithguard with those hellfire rounds and vengeance rounds.&amp;nbsp;&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;If I can deplete Devs first turn and use the large ruins in the centre to block LOS I should be ok.&amp;nbsp;&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Sternguard, as their Rhino is at the back I have got myself some time. If I can cause some damage to the front Rhino it will cause a traffic damage and Rich will have to go around and over the ADL. The way to tackle this is just mass fire power.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;I also will need to keep my distance because the Assault Marines will close on me with those dual meltas on the jump packs. Hopefully I can doom a unit and let them have it while Farseer does mind war on the Priests/Reclusiarch.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 1&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Rich attempts to seize and fails.&lt;br /&gt;
&lt;br /&gt;
Eldar; I move the Windriders back and they hide behind a terrain piece, I will use them to score a table quarter. Farseer casts fortune on a Wraithguard Serpent, both Serpents move down the left flank while all Serpents move down the centre using a large shrine ruin in the centre to block LOS or get cover. Vypers remain in position as can draw LOS through the windows in the ruin. War Walkers move out from behind the ruins (I have War Walkers on left and right flank as well as a unit in the centre).&lt;br /&gt;
&lt;br /&gt;
Shooting; Lance Walkers open fire on the front Razorback and take a hull point off it - they only hit once to very poor, they run and hide back behind the ruin. Wraithguard Serpents fire scatter lasers only into the same Razorback - I want their shield active so I can get them close next turn. The scatters fail to damage. Both War Walker units in the centre and right flank along with both Vypers and two Serpents fire into the Devs on the right - only Sgt remains - passes morale. Last Serpent fires into Devs on the left flank and kills a single Blood Angel.&lt;br /&gt;
&lt;br /&gt;
Blood Angels; Razorbacks move out with one moving 6" and the Assault Marines bailing out in the ground floor of the shrine ruin. Jump Assault Marines bound forward and come down at me.&lt;br /&gt;
&lt;br /&gt;
Shooting; meltas from one jump Assault Marines blow up an Avenger Serpent; one Eldar dies and squad passes pinning. Single Sgt fires quad gun at another Serpent though holofields save me. Devs on the left fire at the none fortuned Serpent and score two pens and a glance - I manage to make a single pen into a glance and save both glances though the other penetrating hit goes through and causes stunned.&lt;br /&gt;
&lt;br /&gt;
Assault; Assault Marines try to assault the exposed Avengers, overwatch and bladestorm kills the front Assault Marine and Rich is now out of assault range.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Not a too bad first turn; I have depleted a Dev unit though still got the Sgt manning the quad gun and that is seriously annoying. The other Dev unit has only lost a single model. I will be honest and was hoping to cause more damage and really wanted to take out that Razorback I fired at.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Rich has managed to tackle a Wave Serpent and stunned another, so that's a little less fire power coming at him this turn. Though he is right on my doorstep now so I'll move away or else he's going to get some assaults off.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Next turn I'll move up both Wraithguard Serpents and bail one unit out to blast the Razorback I already shot at. I should get some side armour shots on the Sternguard Rhino too. Remaining Serpents will move back to avoid oncoming Assault Marines, I'll doom the closest unit and let them have scatter-shuri death, though that will still leave another unit in my grill.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 2&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Eldar; both Wraithguard Serpents move up, one unit bails out to tackle the damaged Razorback/Devs while the other Serpent uses a ruin to get some cover. Farseer casts doom on Reclusiarch's unit, goes off, though mind war fails, does fortune the Dire Avengers on foot though. Farseer then falls back 12" along with all Serpents. War Walkers come out to play while Vypers also fall back.&lt;br /&gt;
&lt;br /&gt;
Shooting; Wraithguard fire into the damaged Razorback and take it out, their Serpent fires into the Sternguard Rhino and it goes boom - single Sternguard dies. Supporting stunned Serpent fires into the other Devs and kills three of them with good shots thanks to twin-linked. Lances fire into the last Razorback and it's gone if I remember right. Scatter lasers, shuri catapults and cannons waste the Reclusiarch's unit - just Reclusiarch remains with a single wound. The War Walkers did do the run thingy, though the Lance Walkers only get a 1" run :(&lt;br /&gt;
&lt;br /&gt;
Blood Angels; empty Razorback which dropped off Assault Marines last turn moves 12" and stops on a hill while jump Assault Marines move up to support it and get in on assault. Reclusiarch joins the last jump Assault Marine unit. Assault Marines on foot who bailed out in the shrine come out in the open ready to blast some Wraithguard.&lt;br /&gt;
&lt;br /&gt;
Shooting; Devs on the left flank fire into the now empty Wraithguard's ride and even with holofield saves it is gone. Quad gun manned by lone Sgt takes out a Lance Walker. Bolt pistols and meltaguns from the jump unit waste Avengers, one left who holds. Sternguard rapid fire hellfire rounds into the Wraithguard and I get 7 saves which I only fail 2, so not so bad.&lt;br /&gt;
&lt;br /&gt;
Assault; Reclusiarch batters the lone Avenger and unit consolidates a mighty 1" and now ready to be shot in the face.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;That's another Serpent up the creek and a War Walker gone, but I am still holding on ok. I feel I've done more damage to Rich this turn as he has lost a doomed Assault Squad, three vehicles and some Devs in a single turn. All in all I cannot complain.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;The Assault Marines on foot by the shrine I'll gun down with the depleted Wraithguard, they are out in the open and only five of them left. Not sure what I'll do with the other Wraithguard though. I'll put a bucket of fire power into the Sternguard and cast doom on the Assault Marines and blast them up. Hopefully I can take out the last Razorback too.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 3&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Eldar; once again my units fall back and I am loosing ground for table quarters, but I have to fall back to keep the Assault Marines at arms length and I still have speed to move forward. Farseer casts doom again, fortunes the Wraithguard and does mind war on the Reclusiarch - who denies again! All units then fall back while War Walkers once again come out to play. Other Wraithguard bails out, I'll use them to shoot and charge an Assault Squad from the first wrecked Razorback.&lt;br /&gt;
&lt;br /&gt;
Shooting; Wave Serpents, War Walkers and Vypers fire into the Reclusiarch's unit and the entire unit is wiped out. I put some remaining shots into the Assault Marines who are out in the open, two die and then the unit gets polished off by the depleted Wraithguard. Other Wraithguard fire into the remaining Devs and I wipe them out. Last Razorback comes under fire from the last Lance Walker and scores weapon destroyed - so no more shooting :)&lt;br /&gt;
&lt;br /&gt;
Blood Angels; Seth splits from the unit and goes towards the depleted Wraithguard. Flamer Assault Squad who got wrecked out the last Razorback move up and take use of the quad gun while supporting melta unit moves through terrain to blast the last Wraithguard Wave Serpent.&lt;br /&gt;
&lt;br /&gt;
Shooting; Sternguard fire into the full strength Wraithguard, I get lucky and only one drops. Melta from the Assault Squad near the flamer unit blasts the empty Wraithguard Serpent and scores stunned again. Quad gun from lone Sgt fires at Serpent but fails to damage. Other quad gun fires into Lance Walker and force field saves.&lt;br /&gt;
&lt;br /&gt;
Assault; Seth charges the Wraithguard and chops one to bits with rending, Wraithguard fail to even hit.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Going well now and I think I have this game in the bag. Rich has two scoring units left and they are in the same quarter, so if I can tackle one of those with the remaining Wraithguard I'll be ok. I'll then use Windrides to claim one quarter while Serpents can take out everything else and then on turn 5 go for remaining table quarters.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 4&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Eldar; Wave Serpents move up with Vypers as the coast is clear. Farseer is out of range to cast any powers.&lt;br /&gt;
&lt;br /&gt;
Shooting; Lance Walker fires at the Razorback and fails to damage it, I am hoping to blow it up so can fire at the lone Sgt, though only manage to wreck it with a Wave Serpent, ah well. Vypers move flat out to gain 4+ cover. Wraithguard fire into melta unit, terrain saves one and Wraithguard are ready to assault. Sternguard get shot up and about 4 remain with Corbulo.&lt;br /&gt;
&lt;br /&gt;
Assault; Wraithguard assault the melta Assault Marines, both sides lose a model. Seth chops down another Wraithguard.&lt;br /&gt;
&lt;br /&gt;
Blood Angels; flamer Assault Marines have a table quarter claimed, they stay on the quad gun. Sternguard move up.&lt;br /&gt;
&lt;br /&gt;
Shooting; quad guns fire at Wave Serpents, one is fine and one is the already stunned one and it goes down.&lt;br /&gt;
&lt;br /&gt;
Seth chops down the last Wraithguard and is free while the Assault Marines lose combat, but get caught by sweeping advance and stay locked in close combat.&lt;br /&gt;
&lt;br /&gt;
At this point we agree to call it a game as I can easily kill those remaining Sternguard and Seth as well as claiming two table quarters. It is also possible I could get a third table quarter if I could kill the lone Sgt.&lt;br /&gt;
&lt;br /&gt;
Eldar victory!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
I don't think we should both playing a special mission if using proxy armies as we totally forgot about the mission special rules! Ah well, maybe next time.&lt;br /&gt;
&lt;br /&gt;
Eldar really suit my fast and shooty play style. I've got some more play tests to do with them, but I think I have made my mind up about them.&lt;br /&gt;
&lt;br /&gt;
Some thoughts on the list;&lt;br /&gt;
&lt;br /&gt;
Farseer is cool on a jetbike and allows me to get those powers off. I did cheat on the powers as I didn't realise mind war and fortune were both warp charge 2, so I shouldn't have cast one of them, though cast mind war twice and failed twice so I guess no harm. I will in the future switch one power for guide and use that on the Lance Walkers.&lt;br /&gt;
&lt;br /&gt;
Wraithguard I am undecided about. I wanted these as I do not want metal Fire Dragons and I used Fire Dragons previously. They can absorb a lot of fire power which is nice and bring the distort rule.&lt;br /&gt;
&lt;br /&gt;
Avengers are ok in min units.&lt;br /&gt;
&lt;br /&gt;
Windrinders will be useful for min scoring unit, though I could ditch them and use the points else where.&lt;br /&gt;
&lt;br /&gt;
Vypers were ok, but I didn't think they had any real oomph to them. I do prefer Hornets, they may have a little more staying power as av11, but are Forge World so expensive.&lt;br /&gt;
&lt;br /&gt;
War Walkers work nicely with scatter lasers. Brightlances are ok, but need guide. They should take out a vehicle a turn if do average.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description><link>http://www.imperiusdominatus.com/2013/06/battle-report-eldar-vs-blood-angels.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-3022600766028932558</guid><pubDate>Mon, 17 Jun 2013 10:12:00 +0000</pubDate><atom:updated>2013-06-18T00:30:55.178+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Daemons</category><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">Army Lists</category><category domain="http://www.blogger.com/atom/ns#">Emperor's Children</category><title>Army Lists: Chaos Daemons w/ CSM allies 'Monster's Ball' - 2,000 points</title><description>&lt;p dir="ltr"&gt;I still fancy a crack at chaos daemons and got this in mind. Add chaos marines for a bit of spice and extra flyers.&lt;/p&gt;
&lt;p dir="ltr"&gt;HQ&lt;/p&gt;
&lt;p dir="ltr"&gt;Keeper of Secrets - mastery level 2 psyker&lt;br&gt;
Daemon Prince - daemon of slaanesh, wings, power armour &amp;amp; the black mace&lt;/p&gt;
&lt;p dir="ltr"&gt;Troops&lt;/p&gt;
&lt;p dir="ltr"&gt;10 x Pink Horrors&lt;br&gt;
10 x Pink Horrors&lt;br&gt;
10 x Chaos Cultists&lt;br&gt;
10 x Chaos Cultists&lt;/p&gt;
&lt;p dir="ltr"&gt;Fast Attack&lt;/p&gt;
&lt;p dir="ltr"&gt;10 x Flesh Hounds&lt;br&gt;
10 x Flesh Hounds&lt;br&gt;
Heldrake - baleflamer&lt;/p&gt;
&lt;p dir="ltr"&gt;Heavy Support&lt;/p&gt;
&lt;p dir="ltr"&gt;Daemon Prince - daemon of slaanesh,&amp;nbsp; daemonic flight, warp forged armour &amp;amp; 2x greater rewards&lt;br&gt;
Daemon Prince - daemon of slaanesh,&amp;nbsp; daemonic flight, warp forged armour &amp;amp; 2x greater rewards&lt;br&gt;
Daemon Prince - daemon of slaanesh,&amp;nbsp; daemonic flight, warp forged armour &amp;amp; 2x greater rewards&lt;/p&gt;
&lt;p dir="ltr"&gt;I've stuck to pissy troops as chaos daemons troops I think are meh and took culitsts as cheap. All the troops did to do is hold objectives and go to ground. &lt;/p&gt;
&lt;p dir="ltr"&gt;Everything else will rush up putting loads of flyers on the opponent's door step. Slaanesh Princes blast flyers, infantry and armour and only land if the coast is clear. Black mace Prince will tackle camping units or lay wastes to hordes. &lt;/p&gt;
&lt;p dir="ltr"&gt;Keeper will piss about, really the weak link in the chain but with so many fast moving threats the keeper shouldn't get picked on too much. &lt;/p&gt;
&lt;p dir="ltr"&gt;Hounds will beat up troop choices or swarm elite units.&amp;nbsp; They can also wrap tanks so units inside cannot disembark or if explodes limited numbers of enemy models can be placed.&lt;/p&gt;
&lt;p dir="ltr"&gt;Let me know what you think :)&lt;/p&gt;
</description><link>http://www.imperiusdominatus.com/2013/06/army-lists-chaos-daemons-w-csm-allies.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-1398945247527588767</guid><pubDate>Sun, 16 Jun 2013 09:00:00 +0000</pubDate><atom:updated>2013-06-16T10:00:00.568+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">Tactica</category><title>Tactica: Chaos Spawn</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-9SF2tt64j80/TiXVw9CfLbI/AAAAAAAAAr4/vwPuDRvG3QM/s1600/chaos_spawn_super.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-9SF2tt64j80/TiXVw9CfLbI/AAAAAAAAAr4/vwPuDRvG3QM/s320/chaos_spawn_super.jpg" width="308" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Chaos Spawns are weird and wonderful creatures. Model wise G.W just give you a body and a crap load of bits and say "here, knock yourself out". In game they appear average, time to take a deeper look.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Know your slime bag&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Chaos Spawn is a reasonably tough and strong model (S5 T5) with three wounds a piece. Not the fastest initiative wise or the best weapon skill. They are leadership 10, though they are fearless so this doesn't matter a huge amount. The negative for Chaos Spawn is they have no form of armour save and have D6 attacks, so you could roll a 1 or be shit hot and roll a 6.&lt;br /&gt;
&lt;br /&gt;
Chaos Spawn also cause fear and have the rage special rule, so they will get&amp;nbsp;+2 attacks when charging (very nice if you roll a 6 for random attacks) and if a unit fails fear test then those Chaos Spawn will be hitting on a 3+.&lt;br /&gt;
&lt;br /&gt;
Now the lack of cover save is a bit worrying, but Chaos Spawn are beasts which means they can move through terrain without any hiccups getting at least some form of save. Still, it is an issue in close combat.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Mutated puss bags&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Chaos Spawn have a cool rule which comes into the effect at the start of assault. You roll a D3 and could get 4+ armour save, 2D6 attacks pick the highest or poison. All are pretty reasonable and nothing to grumble about.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Upgrade yo' drool machine&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Chaos Spawn can be given a mark of a chaos god, some are good and some are pretty pointless.&lt;br /&gt;
&lt;br /&gt;
Mark of Khorne - this gives rage and counter-attack. It is pretty cheap, but Spawn already have rage so you're paying 2 points per model to get counter-attack.&lt;br /&gt;
&lt;br /&gt;
Mark of Tzeentch - gives a 6+ save. Considering what you get I would leave this at home.&lt;br /&gt;
&lt;br /&gt;
Mark of Slaanesh -&amp;nbsp;+1 initiative, which makes the Chaos Spawn I4. I would probably leave this as Chaos Spawn has no form of assault grenades and only I3 so doesn't matter if striking last through terrain anyway.&lt;br /&gt;
&lt;br /&gt;
Mark of Nurgle -&amp;nbsp;+1 toughness, so makes the Chaos Spawn T6. This is the best upgrade as Chaos Spawn are almost immune to instant death and only anti tank weapons stand a reasonable chance of wounding themm. Small arms fire and basic close combat attacks will more than likely bounce off them.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Run, Slob Face, run!&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Chaos Spawn are best in units of 4-5, 5 if you can afford the points and as mentioned above the mark of nurgle is the best mark out the load and really increases their survivability.&lt;br /&gt;
&lt;br /&gt;
Spawn need to hug terrain like their new best friend due to lack of armour save. Use it to block LOS or get some form of cover save. Should be pretty easy as only need 25% covered. Remember in area terrain models do not need to be 25% covered, so Spawn could race up moving from area terrain to area terrain.&lt;br /&gt;
&lt;br /&gt;
Chaos Spawn are best run in pairs if possible, which I know is tough because Heldrakes conquer the fast attack section. They work well with Rhinos, foot sloggers and other fast moving units such as Maulerfiends. While the rest of the force advances behind the Chaos Spawn can move up and act as a cheap distraction taking off pressure from other elements of your army.&lt;br /&gt;
&lt;br /&gt;
Primary targets for the Chaos Spawn would be small camping units such as Devastators, Grots, Scouts, Combat Squads etc. All these units stand very little chance against a unit of 5 Chaos Spawn lumbering in their face. With Chaos Spawn tackling these units you do not need to worry about missiles coming down your face as those units have been tied up or destroyed or need to be concerned about an objective in the opponent's back field - that's not your opponent's problem, as they thought the had it secured.&lt;br /&gt;
&lt;br /&gt;
As Chaos Spawn are such a fast moving unit they are great for linebreaker too, especially if going after targets mentioned above.&lt;br /&gt;
&lt;br /&gt;
Another valid tactic for Chaos Spawn is monster hunting and tarpit. As Chaos Spawn don't have an AP in close combat they could tarpit something like a Riptide and it will take the Riptide forever to get rid of them as the Chaos Spawn cannot be instagibbed by smash attacks as they are T6 ;)&lt;br /&gt;
&lt;br /&gt;
If infantry isn't available then Chaos Spawn can easily bash vehicles in; they are S5 and most vehicles are av10 on the rear. Remember to block the exits on a vehicle, even against a Rhino this should be possible as Chaos Spawn are on 40mm bases and should be able to cover the doors half ringed around the back of the Rhino. If you do this then the enemy unit has to emergency disembark, so no shooting or moving or assaulting next turn - nothing! If the tank blows up then limited models can be placed as cannot be within 1" of the Chaos Spawn.&lt;br /&gt;
&lt;br /&gt;
If none of the targets above are available then Chaos Spawn are great for mashing up your bog standard troops; the high toughness should keep Chaos Spawn alive while their S5 and reasonable amount of attacks should tackle troop units. You can use this method for them to move up the field and move to the primary targets as mentioned above.&lt;br /&gt;
&lt;br /&gt;
For your information:&lt;br /&gt;
&lt;br /&gt;
5 x Chaos Spawn vs 10 x Tactical Marines -&lt;br /&gt;
&lt;br /&gt;
Chaos Spawn roll a 4 for attacks on 2D6, they are charging so get 6 attacks each (rage) that's 30 attacks.&lt;br /&gt;
&lt;br /&gt;
Tacticals attack with 12 attacks - hit 7.92 - wound 1.26 - that's a wound off a Chaos Spawn.&lt;br /&gt;
&lt;br /&gt;
Chaos Spawn attack back with 30 attacks - hit with 15 - wound 9.9 - 3.36 dead Space Marines.&lt;br /&gt;
&lt;br /&gt;
Overall that's not too bad for the Chaos Spawn. Imagine if the Chaos Spawn got poisoned attacks or even rolled a 6 for number of attacks!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Mutant bros for life&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Sometimes Chaos Spawn need a buddy and there's one guy who I think will get along with them nicely; a Nurgle Lord. Give your Nurgle Lord a bike, power fist and burning brand and he can speed up with the Spawn and burn some infantry or split off and do his own thing. As the Chaos Lord has a power fist he would be better for smacking vehicles or small units of infantry so doesn't become stuck in a tarpit.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;Chaos Spawn, do you think they are the cool mutants or sad evil ones?&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description><link>http://www.imperiusdominatus.com/2013/06/tactica-chaos-spawn.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-9SF2tt64j80/TiXVw9CfLbI/AAAAAAAAAr4/vwPuDRvG3QM/s72-c/chaos_spawn_super.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-3678956909415917872</guid><pubDate>Sat, 15 Jun 2013 09:00:00 +0000</pubDate><atom:updated>2013-06-15T10:00:01.719+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">Army Lists</category><title>Army Lists: Chaos Space Marines 'Abaddon Chosen Rhino Rush' - 2,000 points</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-sL7MG6B2QkY/TmlI6sa8u9I/AAAAAAAACic/m9M8Yv8FrWc/s1600/charging_rhino.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="236" src="http://1.bp.blogspot.com/-sL7MG6B2QkY/TmlI6sa8u9I/AAAAAAAACic/m9M8Yv8FrWc/s320/charging_rhino.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I've got a Rhino CSM army so I want to make use out of it. I've been trying to get CSM sorted since Oct and this is a last attempt before I ditch them:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;  &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
Abaddon the Despoiler&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;  &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;  &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
5 x Chosen w/ Rhino&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&amp;nbsp;-&amp;nbsp;2 x meltaguns&lt;br /&gt;
5 x Chosen w/ Rhino&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&amp;nbsp;-&amp;nbsp;2 x meltaguns&lt;br /&gt;
5 x Chosen w/ Rhino&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&amp;nbsp;-&amp;nbsp;2 x meltaguns&lt;br /&gt;
5 x Chosen w/ Rhino&amp;nbsp;-&amp;nbsp;2 x plasma guns&lt;br /&gt;
5 x Chosen w/ Rhino&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&amp;nbsp;-&amp;nbsp;2 x plasma guns&lt;br /&gt;
5 x Chosen w/ Rhino&amp;nbsp;-&amp;nbsp;2 x plasma guns &lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;  &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
Heldrake -&amp;nbsp;baleflamer&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;br /&gt;
Heldrake -&amp;nbsp;baleflamer&lt;br /&gt;
&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;4 x Chaos Spawn - mark of nurgle &lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;  &lt;/span&gt;&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;&lt;b&gt; &lt;/b&gt; &lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;  &lt;/span&gt;&lt;br /&gt;
5 x Havocs -&amp;nbsp;4 x autocannons&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;br /&gt;
5 x Havocs -&amp;nbsp;4 x autocannons&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;br /&gt;
5 x Havocs -&amp;nbsp;4 x autocannons&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Total:&amp;nbsp;&lt;/b&gt;2,000&lt;br /&gt;
&lt;br /&gt;
Plan is the Rhinos move up 12" and pop smoke or rush up the extra 6" moving flat out, either way they should be in range to unleash double specials next turn or get out and unleash some bolters as well. With them moving only 12" Abaddon could deploy in the middle and give pref enemy: space marines to all units. Havocs would lay down fire support from a distance.&lt;br /&gt;
&lt;br /&gt;
The above list is minimum cost to me, in fact I have all models and just need to get a Chaos Lord for Abaddon, a few plasma guns and meltas and convert some Havocs up.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;What do you think this Rhino Rush is viable for CSM in 6th ed?&lt;/i&gt;&lt;/span&gt;</description><link>http://www.imperiusdominatus.com/2013/06/army-lists-chaos-space-marines-abaddon.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-sL7MG6B2QkY/TmlI6sa8u9I/AAAAAAAACic/m9M8Yv8FrWc/s72-c/charging_rhino.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-7829189093375976489</guid><pubDate>Fri, 14 Jun 2013 13:48:00 +0000</pubDate><atom:updated>2013-06-14T14:48:57.992+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Codex Reviews</category><category domain="http://www.blogger.com/atom/ns#">Eldar</category><title>Eldar Codex Review: Elites</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s1600/Eldar_3_by_armandeo64.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="251" src="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s320/Eldar_3_by_armandeo64.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
The Eldar codex review continues with the elites. Last part was&amp;nbsp;&lt;a href="http://www.imperiusdominatus.com/2013/06/eldar-codex-review-troops.html"&gt;Eldar Troops&lt;/a&gt;&amp;nbsp;in case you missed it.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Howling Banshee&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-DyKsf59FmRk/UUHcfpoPRAI/AAAAAAAABrE/e_d1MEqEjuw/s1600/20130314+Mutilator+Banshee+Final.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="284" src="http://4.bp.blogspot.com/-DyKsf59FmRk/UUHcfpoPRAI/AAAAAAAABrE/e_d1MEqEjuw/s320/20130314+Mutilator+Banshee+Final.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The humble Howling Banshee has dropped a single point in the new codex, which considering Banshees get ancient doom and battle focus that's not too bad.&lt;br /&gt;
&lt;br /&gt;
Howling Banshees get the acrobatic rule (previously only an Exarch could get this), which has changed to run additional 3" - previously it gave counter-attack, which is very handy if your assault unit has just chopped something up and standing there ready to be assaulted by an enemy unit.&lt;br /&gt;
&lt;br /&gt;
The wargear banshee mask has also changed, all enemy models in combat suffer -5 initiative to minimum of 1. Previously the mask allowed Banshees to strike at initiative 10 and negated any bonuses by cover or grenades.&lt;br /&gt;
&lt;br /&gt;
The squad can be given an Exarch who can take a triskele or executioner; the triskele has been nerfed to AP3, used to be AP2. The executioner has changed and now is&amp;nbsp;+2 strength, AP2 and is a two handed weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Howling Banshees suffer the same problem as previously and that's getting to the fight intact. They could go into a Wave Serpent, though of course cannot assault out. Another option is running across the table, however numbers will be depleted and bogged down in terrain. If you're going to run Banshees across the table then you may as well take the superior Striking Scorpions.&lt;br /&gt;
&lt;br /&gt;
Rating: 5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Striking Scorpions&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://i.imgur.com/A2fjU.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://i.imgur.com/A2fjU.jpg" width="288" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Striking Scorpions are one of the most improved units in the Eldar codex. They have taken a bump up in points, but considering what you get you really cannot complain.&lt;br /&gt;
&lt;br /&gt;
Scorpions at last got fleet and now also get move through cover, infiltrate and stealth. Previously you had to take an Exarch to get the last three special rules, which would work out a lot more in points than the new points cost.&lt;br /&gt;
&lt;br /&gt;
The staple wargear of the Striking Scorpions, the mandiblaster, has taken a change and inflicts a single S3 AP- hit and I10 - basically it's like hammer of wrath. This is a slight nerf as the mandiblaster used to give the Scorpions&amp;nbsp;+1 attack, which was&amp;nbsp;+1 strength thanks to scorpion chainsword.&lt;br /&gt;
&lt;br /&gt;
Exarch can take a biting blade, chain sabres or a scorpion claw. The biting blade gives&amp;nbsp;+2 strength, AP4 and is a two handed weapon. Chain sabres give&amp;nbsp;+1 strength in assault, AP5, rending and also work as a shuriken catapult. The scorpion claw has received the most beneficial change and not only comes with a shuriken catapult shooting attack put still works like a power fist though is now a normal melee weapon - so&amp;nbsp;+1 attack with pistol and will strike at initiative.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Striking Scorpions have massively improved and are one of the must have units in the codex. They will work very nicely in any Eldar list as the infiltrate ability will allow them to get some early assaults in and both a nice distraction while the remained of the force lays down fire power and moves up. I can see them particularly working in a Footdar list.&lt;br /&gt;
&lt;br /&gt;
Rating: 8/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fire Dragons&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://fc01.deviantart.net/fs71/f/2010/011/e/7/Eldar_Fire_Dragon_by_Vampyric_Saiyaness.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://fc01.deviantart.net/fs71/f/2010/011/e/7/Eldar_Fire_Dragon_by_Vampyric_Saiyaness.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Fire Dragons are a staple in any Eldar list as they can deliver the ultimate tank destruction. In the new codex Fire Dragons have taken a large increase, though I do not think anyone can really complain as the Fire Dragons were previously seriously under costed.&lt;br /&gt;
&lt;br /&gt;
A benefit to Fire Dragons is battle focus and the addition of a 3+ armour save. The 3+ armour save will allow Fire Dragons to take a punch or two better and battle focus will let them move out of LOS or into cover.&lt;br /&gt;
&lt;br /&gt;
Exarch may take a dragon's breath flamer or a firepike in exchange for fusion gun, the fire pike adds a little bit of extra range while the flamer just brings a flamer, which doesn't match the Fire Dragon's hard hitting destructive nature.&lt;br /&gt;
&lt;br /&gt;
Speaking of Exarch, the Exarch abilities of tank hunter and crack shot are no longer available.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Fire Dragons will still be a choice in the Eldar codex even though they have increased in points. I think they will have competition on their hands in the form of Wraithguard, who offer same destruction abilities and come in plastic unlike Dragons who come in finecast or metal.&lt;br /&gt;
&lt;br /&gt;
Rating: 8/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Harlequins&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://www.coolminiornot.com/pics/pics15/img4d10873ccf07b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="179" src="http://www.coolminiornot.com/pics/pics15/img4d10873ccf07b.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Short and sweet for the Harlequins, points cost and special rules have remained the same.&lt;br /&gt;
&lt;br /&gt;
The biggest change for Harlequins is the Shadowseers ability (roll 2D6 and see if unit if within distance to shoot at the Harlequins) is now a psychic power and the Shadowseer is LD9. This is a big nerf as the ability previously was something what just happened.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Unlike all Eldar units who have improved some way or another, Harlequins remain mostly unchanged except for the Shadowseer's psychic ability. With the elite slots in such competition with Wraithguard, Fire Dragons and Striking Scorpions I can see Harlequins been really used.&lt;br /&gt;
&lt;br /&gt;
Rating: 5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Wraithguard&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://www.bkarmypainting.com/images/other/wraithguard2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="183" src="http://www.bkarmypainting.com/images/other/wraithguard2.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Like many other Eldar units, Wraithguard have taken a drop in points and now cost a reasonable 32 points per model.&lt;br /&gt;
&lt;br /&gt;
Thankfully Wraithguard have lost the silly wraithsight rule, so now you do not need a Spiritseer to baby sit them. This was an extremely annoying rule in the previous codex.&lt;br /&gt;
&lt;br /&gt;
The standard weapon of the Wraithguard is a wraithcannon, this is now a S10 AP2 assault 1 weapon with the distort rule - 6+ auto wounds is instant death. If a 6+ is roll for armour penetration it automatically causes a penetrating hit. This is a slight change from previously as a 3-4 would score a glancing hit against vehicles and a 5-6 would cause a penetrating hit. Against lower av vehicles the new weapon profile is going to be more effective.&lt;br /&gt;
&lt;br /&gt;
You can switch the wraithcannon for a d-scythe, which is a S4 flamer weapon with AP2 and the distort rule.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Wraithguard will be an popular choice in the elite section and will be competition for Fire Dragons. They do not have battle focus like Fire Dragons, but are T6 to harder for small arms fire to wound. Unlike Fire Dragons they can offer anti infantry fire power in the form of the d-scythe, which can be effective against vehicles too if you roll a 6+. The instant death rule is another bonus which makes them more dangerous monster hunters than Fire Dragons.&lt;br /&gt;
&lt;br /&gt;
Rating: 8.5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Wraithblades&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSgX4VrD57O-OKlC03EwSO-xsjU-jF2Q7YFs8ModGcUcy6qZWfu" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSgX4VrD57O-OKlC03EwSO-xsjU-jF2Q7YFs8ModGcUcy6qZWfu" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Wraithblades are a new addition to the Eldar codex and are basically Wraithguard in close combat form and cost the same points.&lt;br /&gt;
&lt;br /&gt;
Wraithblades come with a pair of ghost swords as standard which give&amp;nbsp;+1 strength and will easily cut down power armour thanks to AP3. The Wraithblades will also get a nice 3 attacks on the charge.&lt;br /&gt;
&lt;br /&gt;
You can switch the swords for a ghost axe and forcefield, basically a ghost sword in axe form. Doing this will give your Wraithblades an answer to Terminators and the forcefield will keep them alive a little bit more survival thanks to 4+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
As cool as Wraithblades are, I cannot see them being the strongest choice in the elite section. Scorpions are a far better is weaker assault unit while Wraithblades need some kind of transport to get them close, though their high toughness, 3+ armour and 4+ inv will keep them alive.&lt;br /&gt;
&lt;br /&gt;
Rating: 7/10&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;Elites have been nailed; Striking Scorpions stand out as probably the best unit in the elite slot with Fire Dragons and Wraithguard competing against one another, though I think the Wraithguard offer more utility thanks to the distort rule.&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;What do you think of the Eldar elites? Have your say in the comment box.&amp;nbsp;&lt;/i&gt;&lt;/span&gt;</description><link>http://www.imperiusdominatus.com/2013/06/eldar-codex-review-elites.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s72-c/Eldar_3_by_armandeo64.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-5148930657443619806</guid><pubDate>Thu, 13 Jun 2013 19:00:00 +0000</pubDate><atom:updated>2013-06-13T20:00:00.433+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Blood Angels</category><category domain="http://www.blogger.com/atom/ns#">Imperial Guard</category><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">hobby</category><title>Random Hobby Updates!</title><description>&lt;div style="text-align: left;"&gt;
Well, life has still been busy, so I've failed to get a game in in the last few months. This is frustrating, but I've taken the time to make some progress on hobby projects. Below are some updates:&lt;/div&gt;
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&lt;a href="http://www.flickr.com/photos/ianlogsdon/9014764327/" title="Untitled by ianlogsdon, on Flickr"&gt;&lt;img alt="Untitled" height="800" src="http://farm6.staticflickr.com/5330/9014764327_b34a782987_c.jpg" width="600" /&gt;&lt;/a&gt;
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Using a bits bag find (I think its a Cold One), I built this Slaaneshi Lord on mount, outflank time!&lt;/div&gt;
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&lt;a href="http://www.flickr.com/photos/ianlogsdon/9015951520/" title="Untitled by ianlogsdon, on Flickr"&gt;&lt;img alt="Untitled" height="800" src="http://farm9.staticflickr.com/8539/9015951520_56ff0af9d0_c.jpg" width="600" /&gt;&lt;/a&gt;
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I purchased 30 of the Dreamforge Storm Troopers, I am going to turn them into veterans for my Tyrant's Legion. I am using Pigiron heads, and experimenting with ways to make them look close enough to the Cultists I am using as my Guardsmen. The plan is for them to wear tattered shrouds that partially cover their improved armor. With these guys built, I should be closer to having a small IG army, I need to get a second Vendetta and some other things before that's really possible, definitely a back burner project.&lt;/div&gt;
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&lt;a href="http://www.flickr.com/photos/ianlogsdon/9015952408/" title="Untitled by ianlogsdon, on Flickr"&gt;&lt;img alt="Untitled" height="800" src="http://farm9.staticflickr.com/8140/9015952408_11bc393222_c.jpg" width="600" /&gt;&lt;/a&gt;
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&lt;a href="http://www.flickr.com/photos/ianlogsdon/9014760483/" title="Untitled by ianlogsdon, on Flickr"&gt;&lt;img alt="Untitled" height="600" src="http://farm8.staticflickr.com/7316/9014760483_e941f63afb_c.jpg" width="800" /&gt;&lt;/a&gt;
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My Storm Raven with the Chapterhouse Extender kit. I bought 2 of these kits, so I am just waiting for some budget space to buy another one!&lt;/div&gt;
&lt;/div&gt;
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&lt;a href="http://www.flickr.com/photos/ianlogsdon/9014761491/" title="Untitled by ianlogsdon, on Flickr"&gt;&lt;img alt="Untitled" height="600" src="http://farm6.staticflickr.com/5324/9014761491_111e740e72_c.jpg" width="800" /&gt;&lt;/a&gt;
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&lt;a href="http://www.flickr.com/photos/ianlogsdon/8726396848/" title="Untitled by ianlogsdon, on Flickr"&gt;&lt;img alt="Untitled" height="600" src="http://farm8.staticflickr.com/7449/8726396848_e6e2fd590e_c.jpg" width="800" /&gt;&lt;/a&gt;
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This is a greenstuff/cork base that I made for my Sorcerer, I am working on basing my whole CSM army, and am using bases from &lt;a href="http://ironheartartisans.com/"&gt;Ironheart Artisans&lt;/a&gt; that are a ruined temple. along with some that are infested ground. This all leads into a display board I am working on...&lt;/div&gt;
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&lt;a href="http://www.flickr.com/photos/ianlogsdon/8725276467/" title="Untitled by ianlogsdon, on Flickr"&gt;&lt;img alt="Untitled" height="800" src="http://farm8.staticflickr.com/7282/8725276467_2cf288717c_c.jpg" width="600" /&gt;&lt;/a&gt;
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My Sorcerer on the base, he's not perfect but I am planning to get everything else to this standard before I go back and really work on details.&lt;/div&gt;
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&lt;a href="http://www.flickr.com/photos/ianlogsdon/9015948508/" title="Untitled by ianlogsdon, on Flickr"&gt;&lt;img alt="Untitled" height="600" src="http://farm4.staticflickr.com/3666/9015948508_420b2c7ee1_c.jpg" width="800" /&gt;&lt;/a&gt;&lt;/div&gt;
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Well here it is, my planned 1850 army (with some of the models missing but their bases present). The back Heldrake and some of the open spots at the rear of the board will have removable trees, as the idea is that the temple is located in a thick tropical jungle. Inside (I am going to build some removable walls as well so I can position the army as needed) there is a warp incursion that will be present in a centralized pool, but also spreading to form the chaos star on the ground. I started with greenstuff, and will do some greenstuff detail work, but I switched to largely using white glue to create the pool, It will be painted a swirling chaotic rainbow of color. BTW, the best part of this table is the other side is my main display board, which is based as a desert. Two in one, you can't go wrong!&lt;/div&gt;
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</description><link>http://www.imperiusdominatus.com/2013/06/random-hobby-updates.html</link><author>noreply@blogger.com (Ian Logsdon)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-2320568735856665355</guid><pubDate>Thu, 13 Jun 2013 12:43:00 +0000</pubDate><atom:updated>2013-06-13T14:35:18.216+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Codex Reviews</category><category domain="http://www.blogger.com/atom/ns#">Eldar</category><title>Eldar Codex Review: Troops</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s1600/Eldar_3_by_armandeo64.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="251" src="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s320/Eldar_3_by_armandeo64.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Continuing on from the Eldar HQ, here are the troops. Here's the &lt;a href="http://www.imperiusdominatus.com/2013/06/eldar-codex-review-hq.html"&gt;Eldar HQ review &lt;/a&gt;if you missed it.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Dire Avengers&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-AWEWbNf-yrE/TyhqbmLe79I/AAAAAAAAAR0/cFgnPdQuMBY/s1600/P1000864.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-AWEWbNf-yrE/TyhqbmLe79I/AAAAAAAAAR0/cFgnPdQuMBY/s320/P1000864.JPG" width="195" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The humble Dire Avenger has had a cheeky single point increase in the new codex, but considering the Avenger gets battle focus and anicent enemy in that I do not think that's too bad. Also do not forget that the avenger catapult has the bladestorm special rule.&lt;br /&gt;
&lt;br /&gt;
As well as getting the new army wide special rules, Avengers gained plasma grenades and counter-attack. Having counter-attack is a bit bizarre as they have 18" range guns and with battle focus could easily run out of the way. But hey ho it is a nice bonus so I not going to complain too much.&lt;br /&gt;
&lt;br /&gt;
The Avengers took a nerf by losing the former bladestorm rule (let them fire an extra shot in the shooting phase in lieu of shooting next turn), I personally wasn't a huge fan of this power, though I know some other people liked it.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Avengers are still the cool guys and having that little extra oomph for only a single point more makes them really worth it. However they now have competition in the form of Guardians.&lt;br /&gt;
&lt;br /&gt;
Rating: 8/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Guardians&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/_iDLVe_BT-54/S-hcZIPtukI/AAAAAAAAA8A/S5-cKhuz1jc/s1600/tutorial_eldar04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="311" src="http://4.bp.blogspot.com/_iDLVe_BT-54/S-hcZIPtukI/AAAAAAAAA8A/S5-cKhuz1jc/s320/tutorial_eldar04.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Guardians have increased by a single point and now cost 9 points per model, considering you get bladestorm on the shuriken catapults, anicent doom, battle focus and plasma grenades I do not think you can really complain.&lt;br /&gt;
&lt;br /&gt;
You can add additional Guardians to the unit to make Guardian blobs, this will be handy when doing Footdar supported by Avatar and some of the big Elfzilla monsters.&lt;br /&gt;
&lt;br /&gt;
Guardians still have the options to take a weapon platform (this was mandatory before), the shuriken platform has seen a massive 10 points increase while the other weapons have gone up and down though all now sit at 20 points, except the eldar missile launcher which is 10 points more.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;Storm Guardians&lt;/u&gt;&lt;br /&gt;
&lt;u&gt;&lt;br /&gt;&lt;/u&gt;
I thought I would cheat here and slip in Storm Guardians even though they are a seperate troop choice. Reason for my cheating is they are basically Guardians who have a pistol and chainsword instead. Two Guardians can change their weapons to either a flamer or fusion, both have seen points changes and cost respectively compared to imperial counter parts. A new addition is that two Guardians can switch their chainswords for a power weapon, which probably isn't worth it on a S3 model.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Like all BS3 Eldar, Guardians have seen an increase to BS4, which makes them a lot better at shooting than previous. You then have all the additional new rules and wargear as mentioned above. For 90 points for a base unit they are extremely cheap and you can create a wicked Footdar army for low points.&lt;br /&gt;
&lt;br /&gt;
Rating - 7.5/10&lt;br /&gt;
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&lt;b&gt;Windrider Jetbikes&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://farm6.staticflickr.com/5223/5618732618_48ff064e96_z.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="239" src="http://farm6.staticflickr.com/5223/5618732618_48ff064e96_z.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Guardian Jetbikes have taken a funky name change and also dropped 5 points per model. You really cannot complain about that considering they have the shuri weaponry (bladestorm), ancient doom and battle focus, though battle focus won't effect them as bikes cannot run. Like all BS3 Eldar units they got boosted up to BS4 - happy days.&lt;br /&gt;
&lt;br /&gt;
Windriders can take a shuri cannon per every three bikes for 10 points a pop. A unit of six Windriders would cost 122 points and put out 6 x S6 shots and 8 x S4 shots, all of these have the bladestorm special rule by the way.&lt;br /&gt;
&lt;br /&gt;
Remember that Eldar jetbikes can move 2d6" in the assault phase even if they do not assault and can turbo boost boost a whooping 36", though cannot do both.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
For an ultra cheap, survivable and fast unit you cannot go wrong. I can see mass Saim Hann lists coming about with Warp Spider or Vyper support with the odd Wraithtitan or two. If not used in mass jetbike lists expect to see them hiding away and boosting down the board to get linebreaker or holding back and manning a quad gun.&lt;br /&gt;
&lt;br /&gt;
Rating: 7.5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Rangers&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/_NBBvskbCFT0/TQKY5yVw2BI/AAAAAAAAAOA/FeypZPCS6ww/s1600/eldar_ranger+01b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/_NBBvskbCFT0/TQKY5yVw2BI/AAAAAAAAAOA/FeypZPCS6ww/s320/eldar_ranger+01b.jpg" width="234" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Like many other Eldar units, Rangers have taken a nice drop in points (7 points decrease) and gain the Eldar army rules battle focus and ancient doom.&lt;br /&gt;
&lt;br /&gt;
Rangers have remained mostly unchanged except the points cost, though have taken a nerf; previously a 6+ to hit counted as AP1, this rule is no longer available. Also Rangers can no longer be upgraded to Pathfinders, who on a 5+ to hit counted as AP1 also had scout and a rule which conferred&amp;nbsp;+2 cover save with stealth instead of&amp;nbsp;+1 cover save.&lt;br /&gt;
&lt;br /&gt;
However, all it not too bad. If you take Illic Nightspear you can get shrouded and sharpshot (all shots count as precision shots) for your Rangers. Bad bit is this costs 13 points per model!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Rangers have taken a hit in this new codex and while they are cheap the 6+ to hit counts as AP1 was excellent joined with precision shots from snipers. I can see them being used as cheap objective campers or quad gun holders, though Windrider units can do this job for cheaper and have additional movement and better toughness and armour save.&lt;br /&gt;
&lt;br /&gt;
Rating: 5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Wave Serpent&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/_yQ_n-D1EKGs/SxTCqWsnMlI/AAAAAAAAABI/7Zjb1Yd61As/s1600/wave_serpent7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="http://3.bp.blogspot.com/_yQ_n-D1EKGs/SxTCqWsnMlI/AAAAAAAAABI/7Zjb1Yd61As/s320/wave_serpent7.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Wave Serpent has taken a slight points increase when you factor in the cheapest weapon option from the previous codex. On a good note all weapon options become incredibily cheap and while the eldar missile launcher remains the most costly (triple other points cost) is has still halfed in points from previous points cost.&lt;br /&gt;
&lt;br /&gt;
The serpent shield has taken a radical change from the last codex, now any penetrating hit can be downgraded to a glancing hit on a 2+. This ability is extremely useful if Eldar are going second and Wave Serpents come under fire first turn. Shield can also be used as a 60" S7 D6+1 shot weapon with the pinning rule. However if you use the shield in this manner you cannot use it to downgrade penetrating hits until next turn. The serpent shield works extremely well with scatter lasers (laser lock rule - if scatter lasers hit all weapons on the model are twin-linked).&lt;br /&gt;
&lt;br /&gt;
You can take vehicle wargear for the Wave Serpent. Holofield is an extremely cool piece of kit which gives&amp;nbsp;+1 cover save if previously moved. Spirit stones can ignore crew shaken results on a 2+ and crew stunned on a 4+. Star engines allow the vehicle to move 24" flat out - that's extremely quick!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Wave Serpent has become an extremely survivable dakka war machine thanks to the addition of holofield and scatter lasers. It can move extremely quick as it is a fast skimmer (can move total of 30") and can take a beating if the shield isn't used as an shooting attack. I can see Dire Avenger Serpent spam ruling the tables.&lt;br /&gt;
&lt;br /&gt;
Rating: 9.5/10&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;Troop choices done. There's some cracking ones in there and only the Rangers let the team down. All of them are viable choices and so far the Eldar codex is offering a good strong variety, which can lead to some cracking but varied lists.&lt;/i&gt;&lt;/span&gt;</description><link>http://www.imperiusdominatus.com/2013/06/eldar-codex-review-troops.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s72-c/Eldar_3_by_armandeo64.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-1440613353950482215</guid><pubDate>Wed, 12 Jun 2013 18:30:00 +0000</pubDate><atom:updated>2013-06-13T12:33:11.654+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Codex Reviews</category><category domain="http://www.blogger.com/atom/ns#">Eldar</category><title>Eldar Codex Review - HQ</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s1600/Eldar_3_by_armandeo64.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="251" src="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s320/Eldar_3_by_armandeo64.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Kicking off with the Eldar codex review is the HQ, lets see what tasty little leader elves we have:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Avatar of Khaine&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://media.desura.com/images/groups/1/3/2055/eldar_avatar_of_khaine_vs_keeper_of_secrets_by_klausmasterflex-d4yj41l.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="246" src="http://media.desura.com/images/groups/1/3/2055/eldar_avatar_of_khaine_vs_keeper_of_secrets_by_klausmasterflex-d4yj41l.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Avatar has increased in points, though is now BS10, gained an extra wound and attack along with becoming I10 - for the Eldar god of war that's not too bad.&lt;br /&gt;
&lt;br /&gt;
The Avatar also now gets fleet, which is an awesome ability to have as it allows units to re-roll run distances. &amp;nbsp;Avatar also gets the Eldar army wide special rules battle focus (allows to shoot and run or vice versa) and ancient doom, -1 for fear tests against &amp;nbsp;Slaanesh models which cause fear and also hatred against Slaanesh models. If I remember correctly fearless isn't effected by fear anyway in the last FAQ.&lt;br /&gt;
&lt;br /&gt;
Still gets fearless special rule, the fearless 12" bubble along and the meltagun weapon, which also gives AP1 in close combat. Speaking of melta, any form of melta weapons, flamers, pyromancy and soul blaze weapons/attacks do not harm the Avatar.&lt;br /&gt;
&lt;br /&gt;
You can give the Avatar Exarch powers, though you can only choose two. Fast shot fires a extra shot, two melta shots from the wailing doom isn't too bad, that's worth considering. Monster hunter maybe useful too and perhaps disarm if you're worried about power fists or close combat weapons which cause instant death.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
In a foot army supported with Wraithtitans, Wraithlords, Guardians and maybe Warp Spiders, the Avatar would be pure awesome. The 12" fearless would stop all those who are not fearless running away such as Guardians and Warp Spiders.&lt;br /&gt;
&lt;br /&gt;
Still pretty costly for the points though and has taken an&amp;nbsp;nerf as the daemon special rule gives 5+ inv instead of the 4+, so expect krak and lascannons to own the Avatar. Still, use ruins well and you're getting a 4+ cover which could be used with fortune psychic power or even invisibility on the telepathy discipline.&lt;br /&gt;
&lt;br /&gt;
Rating: 6.5/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Autarch&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://media.pcgamer.com/files/2010/11/Dawn-of-War-Retribution-Eldar-Autarch-thumb.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="154" src="http://media.pcgamer.com/files/2010/11/Dawn-of-War-Retribution-Eldar-Autarch-thumb.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Autarch has remained the same and costs a reasonable 70 points, not going to complain about that considering what you get.&lt;br /&gt;
&lt;br /&gt;
The Autarch comes with a pistol, haywire and plasma grenades and also still has the 4+ inv save. Has the Eldar army rules battle focus and ancient doom. Still has the reserve bonus rule, which is useful if you want an ADL with quad gun - Autarch helps your reserves and takes stuff out with the quad gun for cheap as chips.&lt;br /&gt;
&lt;br /&gt;
Not only is the Autarch the cheapest HQ choice (except Warlocks, but they do not take FOC slot), but also the most customisable. Like in the old codex, you can give the Autarch aspect wargear, though the Autarch can also access the remnants of glory wargear, which gives the Autarch some unique builds.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Personally I prefer the Autarch with remnants of glory wargear as with aspect gear the Autarch feels just like a juiced up Exarch. I have got an eye on an Autarch with&amp;nbsp;eldar jetbike,&amp;nbsp;fusion gun, mantle of the laughing god and firesabre. The mantle gives stealth, shrouding and hit and run and can re-roll failed cover saves. You do lose I.C though. I am thinking can move up and take out transport vehicles and then assault the weaker troops inside using the firesabre, which is&amp;nbsp;+1 strength and AP3 and also has the&amp;nbsp;soulblaze rule, which spreads to other units within 6" on a 6+ if the unit takes a wound from soulblaze.&lt;br /&gt;
&lt;br /&gt;
Rating: 9/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Farseer&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-V87pSL6xPsI/T_NYU2FQDNI/AAAAAAAAA9o/7Ua21_-CMCc/s1600/Edit1Farseer_Taldeer_Helmless_by_.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-V87pSL6xPsI/T_NYU2FQDNI/AAAAAAAAA9o/7Ua21_-CMCc/s320/Edit1Farseer_Taldeer_Helmless_by_.jpg" width="316" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
At first glance the Farseer has increased in points from 55 to 100 and while this is partly true, you get mastery level 3 for those extra points, keep in mind that previously you paid points for each psychic power and they minimum cost 20 points and then you would need additional wargear to be able to cast multiple powers.&lt;br /&gt;
&lt;br /&gt;
The Farseer has the battle focus and ancient doom rules along with previous wargear. New addition to standard wargear is the ghosthelm, which if the Farseer takes a wound from perils of the warp then can expend a warp charge point to prevent it.&lt;br /&gt;
&lt;br /&gt;
Runes of witnessing and warding are still available to the Farseer, though both have changed massively. The former now lets the Farseer re-roll psychic tests, which is handy. The latter gives&amp;nbsp;+2 to deny the witch rolls, lets face it runes of warding was going to get hit hard with the nerf bat, however one use is a little too hard I think. Both abilities are single use and for the points I am not sure if they are worth it.&lt;br /&gt;
&lt;br /&gt;
The Farseer can generate powers from divination, telepathy and runes of fate. I am not going to talk about divination and telepathy as they are in the core rulebook, though runes of fate offer some interesting powers:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Guide&lt;/b&gt; is the primaris power and offers re-roll to hit to a single unit within 24".&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Executioner&lt;/b&gt; is a focused witchfire power with a 24" range and suffers 3 hits with the Farseer's strength with the fleshbane rule. If the model is slain, then another model in the same unit suffers the same but with two hits, if slain then a third model with a single hit.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Doom&lt;/b&gt; re-rolls to wound and armour pen on enemy unit within 24" - excellent, this power got better.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Eldritch Storm&lt;/b&gt; changed and is a 24" S3 shooting attack with fleshbane, large blast, pinning and haywire - damn this is awesome. Does cost two warp charge points though.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Death Mission&lt;/b&gt; is a blessing which targets the Farseer. You place D3+2 death mission counters by the Farseer, while the counters are in effect the Farseer gains fearless and rampage rule along with&amp;nbsp;+5 to WS, BS,I and&amp;nbsp;+2 attacks. At the end of each phase roll a D6 on a 1-3 a counter is lost. If there's no death counters next to the Farseer or the game ends the Farseer is removed from play and awards victory points. In addition cannot manifest other psychic powers either...&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fortune&lt;/b&gt; effects a friendly unit within 24" and that unit can re-roll all failed saving throws - wicked.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Mind War&lt;/b&gt; is 24" range and target model and Farseer roll a D6 and add leadership; is target model gets higher than Farseer's weapon skill and ballistic skill are reduced by 1. If drawn the target model's weapon skill and ballistic skill are reduce by 1. If the Farseer's score is higher then then the enemy model suffers wounds equal to difference lost with no armour or cover saves and still has weapon and ballistic skill reductions by 1.&lt;br /&gt;
&lt;br /&gt;
The Farseer may take an eldar jetbike and wargear from remnants of glory; perhaps mantle of laughing god and then have the Farseer zip around giving out psychic buffs?&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Farseer seems a cool HQ choice for what you get for the points. Pretty much all the powers are useful, though death mission seems a bit meh as you're not getting a psyker any more and getting a tuned up combat monster. Execution and mind war powers will be very good for sniping too, particularly mind war against models which carry banners etc as they generally have a lower leadership than the Farseer.&lt;br /&gt;
&lt;br /&gt;
Rating: 9/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Spiritseer&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3250563a_99800104026_Spiritseer01_873x627.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="229" src="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3250563a_99800104026_Spiritseer01_873x627.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Spiritseer is a new HQ addition to the Eldar codex and is a cheaper Farseer who has a single less wound and mastery level.&lt;br /&gt;
&lt;br /&gt;
Spiritseer has the same wargear as the Farseer though has a witch staff instead of a witch blade and doesn't have the ghosthelm. The staff is pretty cool as it has armourbane, fleshbane and soul blaze.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of three mastery levels and less wound over the Farseer, the Spiritseer can make Wraithguard and Wraithblades troops. In addition has a rule called spiritmark, which any point during movement phase the Eldar player can make an enemy unit within 12". All Wraithguard, Wraithblades, Wraithlords, Wraithknights, and Hemlock Wraithfighters re-roll 1 to hit against the enemy target.&lt;br /&gt;
&lt;br /&gt;
The Spiritseer can generate powers from runes of battle and telepathy. Runes of battle tend to have two effects, a buff for the Eldar i.e shrouding with conceal power and then a negative in the form of the opposite so conceal/reveal for example takes away shrouding and stealth from enemy units effected. Here's the powers available:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Conceal/Reveal &lt;/b&gt;- Conceal targets the psykers and gives the shrouding special rule, while reveal removes stealth and shrouding from an enemy unit within 18".&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Destructor/Renewer&lt;/b&gt;&amp;nbsp;- Destructor is a nice shooting attack in heavy flamer form which also has the soul blaze special rule. Renewer targets a single friendly model within 18" and the model immediately gains a wound back. It cannot return a slain model to the table however.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Embolden/Horrify - &lt;/b&gt;Embolden is a blessing which effects the psyker and gives the fearless special rule. Horrify is a nice power which does a -5 modifier to leadership tests on a single enemy unit within 18" - the Wave Serpent bow shield has pinning, hit the enemy unit with this and they will probably be pinned.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Enhance/Drain - &lt;/b&gt;Enhance targets the psyker and his unit and gives&amp;nbsp;+1 weapon skill and initiaitve. Drain targets a single enemy unit within 18" and does -1 weapon skill and initiative.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Protect/Jinx - &lt;/b&gt;Protect effects the psyker and his unit and gives&amp;nbsp;+1 armour save, 2+ armour save Wraithlords you say? Jinx does -1 armour saves to an enemy unit within 18", 3+ armour save Terminators?&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Quicken/Restrain - &lt;/b&gt;Quicken targets the psyker and his unit and gives an additional 3" to run while restrain effects an enemy unit wihtin 18" and that unit cannot run - you want an objective but don't want the enemy to get close, then this power is for you.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Empower/Enervate - &lt;/b&gt;Empower gives the psyker and his unit&amp;nbsp;+1 strength while enervate effects an enemy unit within 18" and does -1 strength.&lt;br /&gt;
&lt;br /&gt;
Also has access to remnants of glory, though unfortunately no eldar jetbike.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Spiritseer is another cool HQ choice and offers something extra from the Farseer, which is making Wraithguard and Wraithblades troops. The spiritmark rule is cool as it allows ALL wraith units to re-roll 1 to hit, this power can be used each movement phase and if used correctly you can use it with battle focus.&lt;br /&gt;
&lt;br /&gt;
Rating: 9/10&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Warlock Council&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRzxbFv3hI6q1Rt7qjCKZDMflWRocGOQFd29ayupf68XQY__I5N" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRzxbFv3hI6q1Rt7qjCKZDMflWRocGOQFd29ayupf68XQY__I5N" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Long story short, the Warlock has increased by 10 points to 35 points a model and profile remains the same. However, Warlocks now work like Necrons Royal Court, so you can have psykers in each unit - the way it should be!&lt;br /&gt;
&lt;br /&gt;
Warlocks have the usual Eldar army special rules and are mastery level 1 psykers, they generate powers from runes of battle. They can take an eldar jetbike or a singing spear; the singing spear has a 12" range and is S9 with fleshbane rule, though will mostly wound on a 2+ anyway. In close combat is has the armourbane and fleshbane rule.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Warlocks are nice if you still want to take an Eldar jetbike council, which works out to be slightly more expensive. They are also LD8 (unchanged from previously) so may have issues getting those psychic powers off. I think the question you need to ask is do you need Warlocks as a mastery level 3 Farseer is pretty cheap for the points and should be enough for an Eldar army.&lt;br /&gt;
&lt;br /&gt;
Rating: 7/10&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;That's the Eldar HQ out the way, though will be coming back to special characters later in case you are wondering. The Eldar book offers some really nice choices; the hulking Avatar which works nicely in Elfzilla lists; Autarch with extreme sneakyness; Farseer for Eldar pimping; Spiritseer for more pimpage and Wraithguard and Wraithblades as troops and Warlocks for additional psyker funnies.&lt;/i&gt;&lt;/span&gt;</description><link>http://www.imperiusdominatus.com/2013/06/eldar-codex-review-hq.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-u-Dl8Ua5Ifc/TY9DwHFFaFI/AAAAAAAABOI/0Fgua20wfy8/s72-c/Eldar_3_by_armandeo64.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-2299739245138827284</guid><pubDate>Wed, 12 Jun 2013 11:56:00 +0000</pubDate><atom:updated>2013-06-12T12:56:54.092+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">Editorial</category><category domain="http://www.blogger.com/atom/ns#">Rants</category><title>Competitive Chaos Space Marines?</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://wh40k.lexicanum.com/mediawiki/images/thumb/0/02/ChaosRising.jpg/450px-ChaosRising.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="243" src="http://wh40k.lexicanum.com/mediawiki/images/thumb/0/02/ChaosRising.jpg/450px-ChaosRising.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I have been trying to get on with Chaos Marines since the codex dropped October last year and now it is doing my fruit in. Every time a 6th ed codex is released Chaos Marines drop further behind and become an even weaker codex. It frustrates me that Dark Angels get split fire and twin-linked for Deathwing and hit and run and Scout for Ravenwing while Tau get supporting fire, night vision on Battlesuits and an Ethereal who has a special rule bubble, then you got Eldar with the cool bladestorm and battle focus rules. Even Chaos Daemons get some action with the random warp table and interesting grimnoire and portalglyph. Don't get me wrong, I am not hating these armies, I am just fed up of Chaos Marines getting the short end of the stick. Before I even got the CSM codex someone told me it is like the original codex with a few new units and that I would be wasting my time. Nine months later and I am starting to agree with that person.&lt;br /&gt;
&lt;br /&gt;
I previously wrote a post discussing that CSM doesn't have any cool rules like those mentioned in the above codices, hell CSM have to pay for their army wide rule, which sucks ass. The post concluded that CSM need brute power in order to get things done:&amp;nbsp;&lt;a href="http://www.imperiusdominatus.com/2013/06/csm-raw-power.html"&gt;CSM Raw Power&lt;/a&gt;&amp;nbsp;but still I don't think this is enough. The funky rules the other books have but them one step ahead of the CSM codex.&lt;br /&gt;
&lt;br /&gt;
I still think using Rhinos is the viable and perhaps method. I know vehicles are weaker due to hull points and have other negative factors, but the Rhino gives protection to the squad inside and additional mobility along with useful tools such as LOS and movement blocking. I just cannot see a foot list working well at all if I am honest, but then again I play Dark Eldar and I understand the impact D.E have on infantry and perhaps I always have this in mind?&lt;br /&gt;
&lt;br /&gt;
Looking at the units I only see a handful which are awesome units, and that's fine, codices shouldn't be chock full of awesome units. It's that lack of spice on things which annoys me. I see the Chaos Lord with mark of khorne, blind axe and bike as a competitive HQ choice. Units of 10 Chaos Space Marines in Rhinos would be ok maybe along with some Chosen, though I still think Chosen are meh. Heldrakes are the best unit in the codex period. For heavy support you have Auto-Havocs, though they have limitations and Obliterators, though the daemonic possession Vindicator is nice. The rest I see as meh and just taken from the old CSM codex and re-printed into the new book.&lt;br /&gt;
&lt;br /&gt;
It's not like those above units are picture perfect either; Chaos Space Marines do not have ATSKNF, which means they can be destroyed by sweeping advance, do not auto regroup and have to take fear tests. It is even worse when Grey Hunters are 15 points a pop and get that rule along with a pistol, ccw and counter-attack. Even normal Tacticals aren't too bad at 17 points each. Heldrake in baleflamer mode is really only good against infantry and Havocs with autocannons can only threaten so much.&lt;br /&gt;
&lt;br /&gt;
What shall I do? I am at that point where I am ready to throw the towel in. To add salt to the wound Eldar are once again attracting me and my previous Eldar list is now even more deadly thanks to mass Wave Serpent spam - hurray!&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;Thoughts, tips or if you also want a general moan, then hit the comment box&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description><link>http://www.imperiusdominatus.com/2013/06/competitive-chaos-space-marines.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-6227092342940887831</guid><pubDate>Tue, 11 Jun 2013 18:30:00 +0000</pubDate><atom:updated>2013-06-11T19:30:00.786+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Eldar</category><category domain="http://www.blogger.com/atom/ns#">Editorial</category><title>First impression of Eldar</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://i3.photobucket.com/albums/y82/Wappellious/Eldar/wraithlord/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://i3.photobucket.com/albums/y82/Wappellious/Eldar/wraithlord/2.jpg" width="228" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I got my first game in against Eldar last night. I have also now got the codex too and had a quick skim. I'll do a quick first impression which maybe will be useful for people who have yet to play them or wish to know more info. I will get more indepth reviews up shortly.&lt;br /&gt;
&lt;br /&gt;
* I will only be talking about units which interest me or I have looked at. So some units I won't be covering just yet.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Battle Focus&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
This is an excellent army wide (almost) rule Eldar get. It allows a unit to shoot and run or run and shoot. This allows you to re-position models into cover, closer to objectives or completely out of line or sight or even out of rapid fire range - pre-measuring is going to come in a lot when using battle focus. This is an excellent ability Eldar have, so if someone dumps their War Walkers out in the open expect them to do a pew pew and then run off and hide.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Bladestorm&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
ALL shuriken weapons have this rule, basically a 6+ to wound is auto wound and counts as AP2 - nasty.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Autarch&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
I haven't played against an Autarch yet, but I can see an interesting combo of mantle of the laughing god, fusion gun, firesabre and eldar jetbike. The mantle gives stealth and shrouding and re-roll failed cover saves - jetbikes get jink, so that's a 2+ re-rollable cover save. As Eldar jetbikes are fast and an Autarch has awesome ballistic skill, you could move up and use fusion to wreck transport vehicles and then assault with the firesabre; firesabre gives&amp;nbsp;+1 strength and is AP3 and has soulblaze, which can effect units within 6".&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Farseers and Spiritseers&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Eldar powers are good, however there's two psychic power tables; runes of fate and runes of battle. The runes of fate tend to have two effects, one for Eldar units (which is a buff) and the negative effect for enemy units i.e Eldar get&amp;nbsp;+1 armour save enemy units get -1 armour save - 3+ save Terminators anyone?&lt;br /&gt;
&lt;br /&gt;
The Farseer is a mastery level 3 psyker and costs a very reasonable 100 points.&lt;br /&gt;
&lt;br /&gt;
Spiritseers are mastery level 2 and cost about 30 points less, though they do allow you to mark an enemy unit during the movement phase and all wraith units re-roll 1 to hit. Doesn't say this ability is a one time use either. Note also makes Wraithguard troops :)&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Exarchs&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Exarchs have been given more of a bigger status compared to the previous codex, which they just felt like squad sgts. Now they are superior Eldar warriors and can have a selection of powers, one power is called disarm which can make an enemy model lose their close combat weapon - handy for challenges.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Dire Avengers&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
I really liked these in the previous codex and while they have gone up by a single point they are even better thanks to battle focus and bladestorm rules. They also have counter-attack for some reason, which is odd, but I am not going to complain.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Striking Scorpions&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
OMG! These are just freaking awesome! They are roughly about the same points cost as previously, though they get move through cover, stealth and infiltrate as standard, previously you had to purchase an Exarch and then the powers to get these abilties. Their scorpion chainsword is also AP6; Tyranid little gribblies and Orks will cry. The Exarch weaponry is even nastier, chainsabres gives&amp;nbsp;+1 strength, 12" shuri catapult and rending while biting blade gives&amp;nbsp;+2 strength and is AP4, though the best is the scorpion claw, which is like a power fist, but is now a normal melee weapon - so will strike at initiative and will get&amp;nbsp;+1 attack bonus with a shuriken pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fire Dragons&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Dragons got more expensive, but lets face it they needed a bump up in points as 16 points was way too cheap. Of course they get battle focus and now they get 3+ armour save so they are a little bit more survivable after those suicide runs.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Warp Spiders&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
These bad boys really went up several notches in the new codex. They cost a cheap 95 points for a unit of 5 and their weapons have the funky monofilament rule; anything which is I3 or below or has no initiative then the guns count as S7. In addition 6+ to wound counts as AP1. Now the guns are only 12" range, but Warp Spiders can use their warp generators which moves 6"+2D6" - that's 13" on average. They then can run, which they can re-roll thanks to fleet - that's about 17" on average. Then Warp Spiders are jet pack infantry, so they get the 2D6" movement in the assault phase - that's a total of about 24" on average.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Crimson Hunter&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
This is one of two flyers in the Eldar codex and I think the meanest of them all. It's entire purpose is to destroy enemy flyers as it has two brightlances and a pulse laser (S8 assault 2). You can throw in an Exarch making is BS5. It also has the vector dancer rule. Points cost isn't too bad, but it is only av10 and I can see lasting a single turn if things do not go well.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Windrider Jetbikes&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
These are the re-named Guardian Jetbikes. They cost 51 points for a unit of three and get a 3+ armour save, which is way better than the normal Guardian save of 5+. They also got BS4 too along with battle focus and bladestorm. For a cheap scoring objective unit especially one which can move fast, then I think these are great.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;War Walkers&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
These are the daddy! They cost a little more, but weapon options are cheaper (all weapon options cost 5 points per gun except the EML), though best bit is they get a 5+ invulnerable save and are now BS4! These things will smash anything before them with the right weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Vyper&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
An interesting little unit, but I haven't made my mind up about it. It has the same chassis as a D.E Venom and with a scatter laser and holofield costs 70 points, which isn't too bad, though I am wondering how much damage can it really do. Food for thought this one.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fire Prism&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Prism is a little more expensive now, but the prism cannon now fires three different shots; large blast AP3, small blast AP2 and a lance - not too shabby at all.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Wave Serpent&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Serpents can get pretty damn expensive if lots of wargear are thrown onto them, but they are very much worth it. The Serpent shield can now change a penetrating hit into a glancing hit on a 2+ or can fire the shield as D6+1 S7 AP- 60" pinning shots - though you do this and you cannot use the shield to change hits. Add in that the Serpent is now BS4, weapons are cheaper and it is a fast skimmer so can move 12" and fire scatter lasers (scatter lasers are awesome because if they hit all other weapons the model has becomes twin-linked) and the shield.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Holofield&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Thought I would mention this separately and because I have been talking about vehicles. The holofield gives&amp;nbsp;+1 to jink saves, so 4+ cover if moved normally or 3+ if moved flat out. So it increases the chance of save from 33% to 50% and costs 15 points to do that. I am still up in the air about this, but it certainly does make Serpents more survivable.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;This is about as much as I looked at/which interests me when I had a quick skim. As you can see just scratching the surface there's several good options. Discuss away or speak about things I haven't mentioned yet.&amp;nbsp;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;</description><link>http://www.imperiusdominatus.com/2013/06/first-impression-of-eldar.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-4355522795324431899</guid><pubDate>Tue, 11 Jun 2013 14:16:00 +0000</pubDate><atom:updated>2013-06-11T15:16:18.299+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Battle Reports</category><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">Eldar</category><title>Battle Report: Chaos Space Marines vs Eldar - 2,000 points</title><description>First time playing Eldar last night and a long time since I've played Hardcore Countraaaaay John too. John's list has 101 scatter laser shots, my Rhinos are going to feel the pain I think!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Space Marines 'God Awful' - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Chaos Sorcerer - terminator armour, melta bombs &amp;amp; gift of mutation&lt;br /&gt;
Chaos Sorcerer - terminator armour, melta bombs &amp;amp; gift of mutation&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Chaos Space Marines w/ Rhino - plasma gun&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - plasma gun&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - plasma gun&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - meltagun&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - meltagun&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - meltagun&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Heldrake - baleflamer&lt;br /&gt;
Heldrake - baleflamer&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
2 x Obliterators - mark of nurgle&lt;br /&gt;
2 x Obliterators - mark of nurgle&lt;br /&gt;
2 x Obliterators - mark of nurgle&lt;br /&gt;
Chaos Vindicator - daemonic possession&lt;br /&gt;
Chaos Vindicator - daemonic possession&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Total: &lt;/b&gt;2,001&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Eldar 'Craftworld Vagisil' - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Eldrad&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elites&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Fire Dragons w/ Wave Serpent - Serpent w/ twin-linked scatter lasers, shuriken cannon &amp;amp; holofield&lt;br /&gt;
5 x Fire Dragons w/ Wave Serpent - Serpent w/ twin-linked scatter lasers, shuriken cannon &amp;amp; holofield&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked scatter lasers, shuriken cannon &amp;amp; holofield&lt;br /&gt;
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked scatter lasers, shuriken cannon &amp;amp; holofield&lt;br /&gt;
10 x Guardians&lt;br /&gt;
3 x Windrider Jetbikes&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Warp Spiders&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
3 x War Walkers - 6 x scatter lasers&lt;br /&gt;
3 x War Walkers - 6 x scatter lasers&lt;br /&gt;
3 x War Walkers - 6 x star cannons&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Total: &lt;/b&gt;2,001&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Game: &lt;/b&gt;Dawn of War &amp;amp; Big Guns Never Tire - night fighting is not active&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Deployment&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
I roll for psychic powers and my warlord gets enfeeble and crusader for gift. Other Sorcerer gets haemorrage and I cannot remember the gift.&lt;br /&gt;
&lt;br /&gt;
I get night attacker warlord asset and make it night fighting :)&lt;br /&gt;
&lt;br /&gt;
I win the roll off and go first. I place my army in the centre so I can fire at Eldar no matter where they deploy. Obliterators go at the front with Sorcerers attached to a unit on either flank, Vindies behind with melta Rhinos in between and plasma Rhinos behind.&lt;br /&gt;
&lt;br /&gt;
John deploys with his units spread and using ruins wisely. Every unit has some form of ruins for cover. Dragon units are both on the left flank with other Serpents spread about, War Walkers form up in the centre more or less with Eldrad on foot.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;The War Walkers are my highest priority and the damn things are a pain in the arse; they fire a shit load of shots and now hit on a 3+ and also they are pretty survivable thanks to squadron rules and they now get a 5+ inv.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Fire Dragons are next, I do not want them rocking up and nuking my Vindicators. Hopefully I can stop them in their tracks before they get closer. I suspect with a 3+ armour save they will take more punishment.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;After those units have been taken care off I'll go for Eldrad and Avengers.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;I suspect all this will be easier said than done, hopefully I can get some early damage if I concentrate on a single War Walker unit.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 1&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
John attempts to seize and fails.&lt;br /&gt;
&lt;br /&gt;
I move my units up, though do not advance too much as the Obliterators block my way.&lt;br /&gt;
&lt;br /&gt;
Shooting; Rhino which has moved 12" on the left flank uses search light to light up War Walkers straight ahead behind a small ruin, Oblits all fire lascannons and each unit only hits once, out of those I score two glances and a single pen, John only fails a single glance save. Remaining Rhinos pop smoke along with Vindies while two Rhinos on the right flank move flat out to engage War Walkers before they get popped open and shot to death.&lt;br /&gt;
&lt;br /&gt;
Eldar; A Dragon Serpent comes down the left flank while Warp Spiders comes down the right flank. Remaining Serpents move a little to make most of holofield while War Walkers pop out to say hello. Eldrad casts guide on a War Walker unit.&lt;br /&gt;
&lt;br /&gt;
Shooting; Dragon Serpent moves flat out landing behind my lines. War Walkers fire at the Rhino what has lit itself up, it is wrecked and then the squad inside is slaughtered. A Rhino on the left flank is also wrecked by the other Dragon Serpent bow wave, squad gets shot by War Walkers and two survive. War Walkers run and get back into cover, though one unit on the right is out in the open.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Right, I have taken more of a pounding than I wanted. I expect one Rhino to go, but to lose another and then practically lose two squads is pretty painful. Even my Oblits took some pain and more rubbish saves popped up.&amp;nbsp;&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Next turn I'll move two melta units to deal with the Dragon Serpent behind me and sent the lone Obliterator to sort it out. I'll use a Rhino flat out to cover the rear of the Vindie on the left. Squads on the right will move up, hopefully Heldrakes will come in and burn some Warp Spiders and get some vector strikes in.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 2&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Both Heldrakes rock up and come flying 36" down the right flank.&lt;br /&gt;
&lt;br /&gt;
CSM; depleted squad on the left moves up with support from a Rhino, squad disembarks with plasma at the ready. Oblits with warlord try to go through terrain and I roll a 1 and 2, great. Vindie on the right flank tries to move into terrain, guess what? It gets immobilised. Remaining Oblits move up the centre between terrain pieces while single Oblit moves to fist the flat out moving Dragon Serpent with melta support - due to tank blocks I cannot get the second melta unit into range.&lt;br /&gt;
&lt;br /&gt;
Shooting; one Heldrake vector strikes the Warp Spiders, I get two hits and kill one, luckily they are all destroyed by baleflamer. Other Heldrake flames some War Walkers but does precisely bugger all. Vindicator drops a shell on War Walkers though War Walker saves, Oblits drop plasma cannons and both shots completely scatter. Plasma guns fire and I manage to score weapon destroyed on one unit, whoopie doo. Other Vindie drops a shell on the War Walkers which took damage first turn, as the War Walkers have &amp;nbsp;moved there's a full hull point one at the front, which is immobilised. Oblits try to finish it off with assault cannons, I hit loads but roll everything under 4 to cause damage....The single Oblit blasts the Wave Serpent with twin-linked melta, holofield gives a 3+ cover save, which John saves. I did want the supporting unit to bolter the Dragons, but that's not going to happen, so melta fires at the Serpent and misses, yeah.&lt;br /&gt;
&lt;br /&gt;
Assault; Oblit charges the Serpent hits twice and scores a single glance, groovy.&lt;br /&gt;
&lt;br /&gt;
John rolls reserves and both Guardian units arrive, Guardians come by the War Walkers out in the open on the right flank while the Jetbikes come down the left flank.&lt;br /&gt;
&lt;br /&gt;
Eldar; Eldrad casts guide on War Walkers and dooms my Heldrake, then gets inside a Serpent for safety. Dragons bail out the Serpent which has taken damage and target the lone Oblit while their Serpent targets the rear armour of the Vindie as like a noob I didn't cover the rear with a flat out move from the Rhino. I think that's about it.&lt;br /&gt;
&lt;br /&gt;
Shooting; The doomed Heldrake absorbs a shit load of fire power, but John rolls a shit load of sixes (about 9) and then it goes down. Guardians blast and kill CSM who got out their Rhino on the right flank - two left who pass morale. Serpent rear ends the Vindie on the left as the Dragons slag the Oblit. Rhino with squad inside supporting the Vindie comes under fire and takes a glance after John rolls badly with the bow wave from a Eldrad's Serpent even though he got seven hits.&lt;br /&gt;
&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Ouch! The Eldar are really kicking my ass, doesn't help with some added crappy dice rolls and noob mistakes like forgetting to cover my rear armour on my Vindie - doh!&amp;nbsp;&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;The Serpents are pretty bad ass and kicking my ass, I need to disable them as quickly as possible, though the War Walkers also give me bonus victory points and I need to take them down as they will continue to destroy my units.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 3&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Remaining Heldrake turns 90 degrees and flies over a unit of War Walkers. Melta CSM who was supporting the single Oblit move up to assault the Fire Dragons while my last two Rhinos of troops hold the objective in the centre. Oblits move forward in the centre while the warlord's Oblits move up towards the right flank to support my remaining CSM.&lt;br /&gt;
&lt;br /&gt;
Shooting; Heldrake vector strikes War Walkers and takes one out, it then burns the Guardians, I catch all 10 but roll 5 1's! Vindicator drops a shell on them and still one remains who rolls double 1 to pass morale! Oblits with the warlord on the right fire assault cannons into the two War Walkers, though only one goes down as they can only draw LOS on one. Remaining Oblits fire into an immobilised War Walker which was abandoned by the squad, multi meltas fail, but twin-linked bolters from nearby Rhinos finish it off and I get a point, yes, woooooo! lol.&lt;br /&gt;
&lt;br /&gt;
Assault; CSM charge the Dragons, combat is a draw.&lt;br /&gt;
&lt;br /&gt;
Eldar; solo Guardian moves to objective in ruin top right corner. War Walkers move over to the ruin, looks like some battle focus cover running coming up. Dragons who have been hanging back rock up in their Serpent and bail out, they are out of melta range on a Rhino, but with 5 x S8 AP1 shots it doesn't really matter. Dragon's empty Serpent moves over to the next Vindie as can spot the rear armour and it is already immobilised thanks to failing a terrain test.&lt;br /&gt;
&lt;br /&gt;
Shooting; War Walkers fire and score 13 saves on the remaining CSM on the right flank and they are dead, solo War Walker fires into oncoming Obliterators and scores three wounds, I roll two 1's and an Oblit dies. Dragons fire into the closest Rhino to them, it goes boom, two dudes die and squad is pinned. Eldrad's Wave Serpent fires into the supporting Rhino, also goes boom and squad is also pinned. Empty Serpent fires into Vindicator, manages to stun it, which I save with daemonic possession - has a single hull point left so not likely it is going to do a fat lot.&lt;br /&gt;
&lt;br /&gt;
Assault; Dragons lose assault but remain locked in close combat.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://images.dakkadakka.com/gallery/2013/6/11/505758_md-.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://images.dakkadakka.com/gallery/2013/6/11/505758_md-.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://images.dakkadakka.com/gallery/2013/6/11/505760_md-.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://images.dakkadakka.com/gallery/2013/6/11/505760_md-.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Eldar are currently spanking my ass; I have just lost two Rhinos and both squads are pinned, a CSM squad has gone, Obliterators cannot make three saves and my Heldrake has gone. I am surprised my Vindicator is still around, though I am sure it will not be for long!&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Looking at the game is probably in John's hands, if my CSM &amp;nbsp;in the centre survive then I can get the two objectives in the centre. I will also need to split and run my warlord to the top right and should kill the Guardian on that objective or at least contest.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 4&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
CSM; Warlord splits from the solo Oblit, both move up the right flank, Oblit goes to single War Walker while Sorcerer goes towards the objective. Yeah, that's about it for me.&lt;br /&gt;
&lt;br /&gt;
Shooting; Oblit fires into the War Walker and it has a single hull point left. Both pinned CSM units fire into the Dragons, two die, though they pass morale. I forget to run my warlord as I am a noob...&lt;br /&gt;
&lt;br /&gt;
Assault; combat is a draw and all saves are made in Dragons versus CSM. Oblit manages to charge the War Walker and total it, yes I bag another point :) .&lt;br /&gt;
&lt;br /&gt;
Eldar; empty Serpent rolls up closed behind my immobilised Vindicator while another Serpent flys over the ruin on the left, Avengers bail out and claim that objective.&lt;br /&gt;
&lt;br /&gt;
Shooting; Obliterator comes under fire from surviving War Walkers though is ok. Both pinned units are destroyed by Wave Serpent fire so the centre objective is free, but the Guardians shoot over and claim it. Empty Wave Serpent fires into the immobilised Vindicator and totals it.&lt;br /&gt;
&lt;br /&gt;
Assault; I think Dragons lose this combat but still remain locked.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://images.dakkadakka.com/gallery/2013/6/11/505759_md-.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://images.dakkadakka.com/gallery/2013/6/11/505759_md-.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Well, looks like my goose is cooked as I have no way of winning this. All objectives belong to Eldar and I have a single troop choice left along with my warlord and Obliterator. I have no way of getting any objectives.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 5&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
We had originally agreed to play to turn 5, even though I have zero chance of at least scoring a draw I game on. Empty Rhino tank shocks the Fire Dragons in the centre for a laugh, it goes boom. I really cannot remember what the Obliterator did and my Warlord is still too far away to contest as I forgot to run on turn 4.&lt;br /&gt;
&lt;br /&gt;
The lone Obliterator comes under fire again and survives.&lt;br /&gt;
&lt;br /&gt;
At this point we end the game and Chaos Space Marines have 3 points (two heavy choices destroyed and linebreaker) while Eldar get 15 (three objectives, first blood, linebreaker and destroyed four heavy choices)&lt;br /&gt;
&lt;br /&gt;
Crushing victory for the Eldar!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Well, that felt like I had been violated by a black man with no lube! The Eldar are much improved and while slightly more expensive points wise they are will worth it. The Wave Serpents are extremely deadly and the War Walkers cause some massive damage out put, they don't even need guide that much as they are BS4 now.&lt;br /&gt;
&lt;br /&gt;
I think also my dice didn't want to work as my Obliterators couldn't save very well and Heldrakes didn't want to stay in the air, though to be fair John did hit nine times with a single War Walker unit! Double pinned CSM units didn't help either. Ah well, it is a dice game, shit happens.&lt;br /&gt;
&lt;br /&gt;
Also doesn't help I made noob mistakes too; I didn't cover rear armour with flat out moving Rhino and I didn't run my warlord when split off - doh!&lt;br /&gt;
&lt;br /&gt;
Considering John hasn't played 40k for sometime he played really well. Hugging cover worked great as it meant War Walkers can jump back in thanks to battle focus (shoot and run) while Serpents are pretty survivable thanks to holofields and can put out a decent amount of shots thanks to the bow wave fire.&lt;br /&gt;
&lt;br /&gt;
Next time, Gadget, next time!</description><link>http://www.imperiusdominatus.com/2013/06/battle-report-chaos-space-marines-vs_11.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-3511585595929494849</guid><pubDate>Mon, 10 Jun 2013 22:47:00 +0000</pubDate><atom:updated>2013-06-11T14:13:55.258+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Eldar</category><category domain="http://www.blogger.com/atom/ns#">Editorial</category><title>So Eldar  just 3:16 whipped my ass</title><description>&lt;div dir="ltr"&gt;
So, just got epic owned by Eldar. They are extremely good. This is the list, discuss. Bat rep tomorrow btw :)&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
Eldrad&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
&lt;b&gt;Elite&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
5 x Fire Dragon w/ Wave Serpent - Serpent w/ twin linked scatter lasers, shuriken cannon &amp;amp; holofield&lt;br /&gt;
5 x Fire Dragon w/ Wave Serpent - Serpent w/ twin linked scatter lasers, shuriken cannon &amp;amp; holofield&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin linked scatter lasers, shuriken cannon &amp;amp; holofield&lt;br /&gt;
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin linked scatter lasers, shuriken cannon &amp;amp; holofield&lt;br /&gt;
10 Guardians&lt;br /&gt;
3 Guardian Jetbikes&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
5 x Warp Spiders&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
3 x War Walkers - 6 x scatter lasers&lt;br /&gt;
3 x War Walkers - 6 x scatter lasers&lt;br /&gt;
3 x War Walkers - 6 x starcannons&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir="ltr"&gt;
&lt;b&gt;Total:&lt;/b&gt; 2,001&lt;/div&gt;
</description><link>http://www.imperiusdominatus.com/2013/06/so-eldar-just-316-whipped-my-ass.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-8593482707847615848</guid><pubDate>Mon, 10 Jun 2013 14:26:00 +0000</pubDate><atom:updated>2013-06-10T15:26:47.733+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Daemons</category><category domain="http://www.blogger.com/atom/ns#">Editorial</category><title>Fateweaver - worth it?</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://images3.wikia.nocookie.net/__cb20120118003144/warhammer40k/images/0/06/AOF_WEB_0_copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="172" src="http://images3.wikia.nocookie.net/__cb20120118003144/warhammer40k/images/0/06/AOF_WEB_0_copy.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I have been considering Fateweaver in a Chaos Daemons list recently. Thought I would whip up a post seeing what you can do with the ol' two headed big bird.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Oracle of Eternity&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Fateweaver is a weaker form of a monstrous creature; S5 and T5. Rubbish in combat thanks to WS1, I2 and A1, so never get bird into close combat. Fatey does have a 4+ invulnerable save however, which I believe is the best invulnerable save a big monster gets. Fateweaver is also a flying monstrous creature, so vector strikes, which is actually better than Fatey's close combat attacks as gets at least two attacks and auto hits.&lt;br /&gt;
&lt;br /&gt;
Fateweaver has the Lord of Unreality warlord traits which lets you re-roll warp storm table results - very handy if you get something rubbish like -1 invulnerable saves or the random character takes a daemonic instability test on 3D6.&lt;br /&gt;
&lt;br /&gt;
He also is a psyker, an unusual one put it this way. Each heads is a mastery level 4 psyker, both heads know all powers from the change discipline. The head on the right generates one power from divination and pyromancy discipline while the head on the left generates powers from telepathy and biomancy. You have to declare which head you will be using psychic powers for and can only use psychic powers known to that head.&lt;br /&gt;
&lt;br /&gt;
Fatey comes with the staff of tomorrow, which basically lets you re-roll a single D6 each turn - this could be handy for reserves, a run roll to claim or contest an objective or combo with the grimnoire artefact.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Behold my cosmic power!&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Powers from the Divination discipline are always buffing or supportive powers. Really, you cannot go wrong with whatever power you do roll for. The primaris power (prescience) is very useful as it allows re-roll to hit, this applies to close combat too, so you could cast it on a unit of Flesh Hounds for example. Shooting wise a big unit of Pink Horrors would be an ideal target. Precognition is another great power as it allows re-roll to hit, to wound and failed saving throws (did Matt Ward write this power?) - an extremely ace ability to have.&lt;br /&gt;
&lt;br /&gt;
Pyromancy powers are more offensive; most are in blast or template form with the soul blaze special rule thrown in. Spontaneous Combustion is a nice power, this is a focused witchfire which the enemy model suffers an wound with no armour or cover saves - if the model dies a small blast is placed over it and models underneath take a S4 AP5 hit. This power is extremely handy for sniping out important models i.e banner bearers, apothecary etc.&lt;br /&gt;
&lt;br /&gt;
Biomancy is an excellent power for Fateweaver as pretty much all these powers add to survivability of the model or some form of buffing. Endurance (feel no pain, it will not die and eternal warrior) is a very nice power and adds to Fateweaver's survivability massively, very handy considering Fatey isn't uber tough. Iron arm is another ace power as can increase the toughness of Fateweaver up to 8 and that's nothing to sneeze at.&lt;br /&gt;
&lt;br /&gt;
Telepathy offers some nice powers, though in my opinion is perhaps one of the weakest disciplines. The primaris power, psychic screech is nice - roll 3D6 and subtract target's leadership, target suffers number of wounds with no armour or cover saves equal to the difference. Puppet Master (focused witchfire) lets you take control of an enemy model and shoot if was one of your own - use a melta to slag the opponent's Land Raider maybe? Keep in mind you cannot shoot at the same unit. Invisibility power is perhaps the best available on the telepathy table, it gives stealth and shrouding rule. Use terrain wisely and you will be getting a 2+ cover save, this will save Fateweaver doing jink, but even so still will be getting a 2+ cover save. In addition in close combat enemy models count as WS1, really handy if you cast this power onto an assault unit i.e Flesh Hounds or Seekers.&lt;br /&gt;
&lt;br /&gt;
The Change discipline is very random in terms of strength of the powers and number of shots. The primaris power, Flickering Fires of Tzeentch fires 2D6 S5 AP4 shots, handy for killing xenos. For each additional warp charge you use for this power you add another D6, so use all four warp charge points and you could be firing 4D6 shots if you use three warp charge points (can only use max of three charge points). Tzeentch's Fire Storm is a bit meh, I would switch this for Flickering Fire. Bolt of Tzeentch has random strength, should be S8 (D6+4) on average, though is AP2 and a beam so could hit multiple targets - excellent for rear ending flyers etc. Infernal Gateway is also S:D6+4 though comes with AP1 and is a blast, good for mashing up vehicles but no good against flyers.&lt;br /&gt;
&lt;br /&gt;
*Note all change powers have the warpflame rule, enemy unit takes a toughness test if suffers a wound, if passed gains feel no pain, this stacks. If fails then takes D3 wounds no armour or cover saves.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chicken to go&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
It is very difficult to write a tactica for something which is random, however I'll consider the powers which would suit Fateweaver best and also the primaris powers too.&lt;br /&gt;
&lt;br /&gt;
Fateweaver should NEVER EVER assault infantry; Fatey will get stuck in a tarpit and isn't very good in combat - even against low strength models Fateweaver will be brought down. If you really must get Fatey into close combat then make sure it is against a tank, though consider if Fatey does use the smash attacks then will only get two attacks then, it's not that great. Really Fateweaver should be kept airborne at all times.&lt;br /&gt;
&lt;br /&gt;
With Fatey flying about using this to vector strike annoying units you cannot reach so easily i.e Devastators etc. You would be wasting your time going against a vehicle as at the very best Fatey needs a 5+ to glance. Use 3D6 shots from Flickering Fires to rear end flyers, most are av11 so should be ok, though that's the limit really. Should be able to rear end ground based armour too. Weight of fire should destroy the target or cause some serious damage as Fateweaver is BS6. As Flickering Fire (or any other Change power) has the warpflame rule then you really want to be firing at vehicles and not at infantry.&lt;br /&gt;
&lt;br /&gt;
Use the powers from Divination to buff your units, prescience is an excellent power and will suit close combat or shooty units. This power would be excellent stacked with the invisibility power from Telepathy.&lt;br /&gt;
&lt;br /&gt;
It is hard to say what other powers for Fateweaver to use as both Pyromancy and Biomancy offer shooting powers, neither which are excellent or can even harm aerial targets. Hopefully with a good you could get endurance or iron arm powers which can help Fateweaver survive some punishment, though enfeeble is great for supporting your own units.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Final Thoughts&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Would I take Fateweaver? I don't think I would to be honest.&lt;br /&gt;
&lt;br /&gt;
Fateweaver costs a heavy 300 points and while you get something which can support your army, you are mostly at the mercy of dice rolls for psychic powers. If you look at what Fateweaver does get and that's some anti air fire power, which isn't that awesome and in some cases random strength and you can give one of your own units re-roll to hit. The other primaris powers from Telepathy and Biomancy aid shooting, which Fatey does ok and those powers do not or hardly effect vehicles and only useful against infantry, this is something Chaos Daemons can do ok.&lt;br /&gt;
&lt;br /&gt;
For something which is random and is like a box of chocolates I don't think I would be willing to shell out the cost. Sure a Bloodthirster can be just expensive, but you know a Bloodthirster is going to smash face. You just don't know what you can do with ol' Fatey until you have rolled some dice.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;Fateweaver - would you or do you him or do you think Fateweaver is just a shrivelled up waste of points?&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description><link>http://www.imperiusdominatus.com/2013/06/fateweaver-worth-it.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-5927992518951889247</guid><pubDate>Sun, 09 Jun 2013 09:00:00 +0000</pubDate><atom:updated>2013-06-09T10:00:00.781+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">Army Lists</category><title>Army Lists: Chaos Space Marines 'Dinobot Assault' - 2,000 points</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://fc07.deviantart.net/fs70/i/2012/282/c/b/maulerfiend_by_solav-d5h9ibs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://fc07.deviantart.net/fs70/i/2012/282/c/b/maulerfiend_by_solav-d5h9ibs.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Someone on Spakka Spakka was after some help on a competitive assault CSM list. Using what they had I made this:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Space Marines 'Dinobot Assault' - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style="background-color: white; font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Chaos Lord - gift of mutation, juggernaunt, axe of blind fury, burning brand of skalathrax &amp;amp; mark of khorne&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;span style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt;
&lt;span style="background-color: white;"&gt;&lt;b&gt;Troops&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="background-color: white;"&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;10 x Chaos Space Marines w/ Rhino - 2 x meltaguns - Rhino w/ havoc launcher&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;10 x Chaos Space Marines w/ Rhino - 2x meltaguns - Rhino w/ havoc launcher&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;10 x Chaos Space Marines w/ Rhino - 2 x plasma guns - Rhino w/ havoc launcher&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;10 x Chaos Space Marines w/ Rhino - 2 x plasma guns - Rhino w/ havoc launcher&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br /&gt;&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Heldrake - baleflamer&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Heldrake - baleflamer&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;5 x Chaos Spawn - mark of khorne&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br /&gt;&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Maulerfiend&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Maulerfiend&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Maulerfiend&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;&lt;span style="font-size: 12px; line-height: 18px;"&gt;I think the total is 1,967 if I remember right.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Not as fast as some armies, but lets face it,&amp;nbsp;&lt;/span&gt;&lt;span class="glossaryitem" style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;CSM&lt;/span&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;&amp;nbsp;do not have fast assault. Only other thing I could think off is take two Land Raiders with min Chaos Terminators inside and let them deck basic troops or small units etc.&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Anyway, Rhinos move up 12" pop smoke. Chaos Lord joins Spawn and moves up behind them. Maulers run forward use terrain for cover etc.&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Your next turn Spawn and Chaos Lord pop out and spllit, they both maul units they can easily tackle.&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Maulerfiends tackle empty vehicles i.e Predators, Leman Russ etc or tackle troops which cannot hurt them i.e Guardsmen, Eldar etc as these units do not have krak grenades.&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span class="glossaryitem" style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;CSM&lt;/span&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;&amp;nbsp;move up 6", bail out and unleash bolter/melta/plasma fire.&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;"&gt;Heldrakes come in and burn infantry who have been popped out their rides and vector strike enemy flyers.&amp;nbsp;&lt;/span&gt;&lt;br style="font-family: Arial, Helvetica, sans-serif; font-size: 12px; line-height: 18px;" /&gt;&lt;/span&gt;</description><link>http://www.imperiusdominatus.com/2013/06/army-lists-chaos-space-marines-dinobot.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-8147140546268988443</guid><pubDate>Sat, 08 Jun 2013 09:00:00 +0000</pubDate><atom:updated>2013-06-08T10:00:00.366+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Eldar</category><category domain="http://www.blogger.com/atom/ns#">Army Lists</category><title>Army Lists: Two Eldar Lists - 2,000 points</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-__MgzflP_Aw/UMzr7hcR_2I/AAAAAAAABGU/V-dFrIV4yLM/s1600/Eldar_Craftworld_at_war.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="226" src="http://1.bp.blogspot.com/-__MgzflP_Aw/UMzr7hcR_2I/AAAAAAAABGU/V-dFrIV4yLM/s320/Eldar_Craftworld_at_war.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I have been pondering about the below two Eldar lists. Will be a long project for me as got my wedding coming up in September. Be nice to play the Eldar again :)&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Eldar 'List 1' - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Autarch - eldar jetbike, fusion gun, mantle of the laughing god &amp;amp; firesabre&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elite&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Fire Dragons w/ Wave Serpent - twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
5 x Fire Dragons w/ Wave Serpent - twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
10 x Dire Avengers w/ Wave Serpent - twin-linked brightlance &amp;amp; holofield&lt;br /&gt;
10 x Dire Avengers w/ Wave Serpent - twin-linked brightlance &amp;amp; holofield&lt;br /&gt;
10 x Dire Avengers w/ Wave Serpent - twin-linked brightlance &amp;amp; holofield&lt;br /&gt;
10 x Guardians&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Warp Spiders&lt;br /&gt;
5 x Warp Spiders&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Fire Prism - holofield&lt;br /&gt;
Fire Prism - holofield&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Total: &lt;/b&gt;2,010&lt;br /&gt;
&lt;br /&gt;
This is my first drafted list based off my original list. From the original I dropped a unit of Fire Dragons as I do not feel they are need any more. I have added Warp Spiders and a unit of Guardians. I was hoping to get an ADL with quad gun in, but no luck :(&lt;br /&gt;
&lt;br /&gt;
Tactics are all theory, but basically zoom up moving flat out to get 3+ cover save thanks to holofields. If night fighting is in play will be 2+ cover save is distance is right. Warp Spiders jump up too.&lt;br /&gt;
&lt;br /&gt;
On turn 2 rock up, bail out, unleash brightlances and fusion to slag vehicles, shuri to maul infantry and Fire Prisms to blast infantry to kingdom come or crack open tough vehicles.&lt;br /&gt;
&lt;br /&gt;
While all the above is happening the Autarch zooms about slagging transport vehicles and then assaulting what is inside or tackles weak troops or camping units etc.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Eldar 'List 2' - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Autarch - eldar jetbike, fusion gun, mantle of the laughing god &amp;amp; firesabre&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elite&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Wraithguard w/ Wave Serpent - twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
5 x Wraithguard w/ Wave Serpent - twin-linked scatter lasers &amp;amp; holofield&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
10 x Guardians w/ Wave Serpent - twin-linked brightlance &amp;amp; holofield&lt;br /&gt;
10 x Guardians w/ Wave Serpent - twin-linked brightlance &amp;amp; holofield&lt;br /&gt;
10 x Guardians w/ Wave Serpent - twin-linked brightlance &amp;amp; holofield&lt;br /&gt;
10 x Dire Avengers&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Warp Spiders&lt;br /&gt;
5 x Warp Spiders&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
2 x War Walkers - 4 x brightlances&lt;br /&gt;
2 x War Walkers - 4 x brightlances&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Total: &lt;/b&gt;1,955&lt;br /&gt;
&lt;br /&gt;
This list has 45 points left to turn. Not sure what on.&lt;br /&gt;
&lt;br /&gt;
Again, tactics are theory, though plan would be like before - zoom up use cover to save my bacon and then next turn get out and unleash the pain.&lt;br /&gt;
&lt;br /&gt;
Both lists have really nothing to deal with anti air besides twin-linked shots; not very useful.&lt;br /&gt;
&lt;br /&gt;
All my troops in Serpents feel like throw away units, especially the Guardians are they are 5+ cover save. I know about battlefocus, so I guess careful placement will be needed and good rolls to run into cover etc.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #3d85c6;"&gt;&lt;i&gt;Thoughts?&lt;/i&gt;&lt;/span&gt;</description><link>http://www.imperiusdominatus.com/2013/06/army-lists-two-eldar-lists-2000-points.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-__MgzflP_Aw/UMzr7hcR_2I/AAAAAAAABGU/V-dFrIV4yLM/s72-c/Eldar_Craftworld_at_war.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-3564522865242514975</guid><pubDate>Fri, 07 Jun 2013 12:02:00 +0000</pubDate><atom:updated>2013-06-07T13:02:26.572+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Daemons</category><category domain="http://www.blogger.com/atom/ns#">Army Lists</category><title>Army Lists: Chaos Daemons 'Kinky Fire Dogs' - 2,000 points</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://images3.wikia.nocookie.net/__cb20120117001011/warhammer40k/images/0/02/Keeper_of_Secrets_profile.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://images3.wikia.nocookie.net/__cb20120117001011/warhammer40k/images/0/02/Keeper_of_Secrets_profile.jpg" width="210" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Not written an army list for a bit (though have been working on Eldar lists), thought I would have a crack at Chaos Daemons as a few dudes as my local club have started Chaos Daemons and they have spurred me on.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Daemons 'Kinky Fire Dogs' - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Keeper of Secrets - mastery level 3 &amp;amp; 2 x greater rewards&lt;br /&gt;
Keeper of Secrets - mastery level 3 &amp;amp; 2 x greater rewards&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
10 x Pink Horrors&lt;br /&gt;
10 x Pink Horrors&lt;br /&gt;
10 x Pink Horrors&lt;br /&gt;
10 x Pink Horrors&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
11 x Flesh Hounds&lt;br /&gt;
11 x Flesh Hounds&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Daemon Prince - daemon of slaanesh, warp forged armour, daemonic flight &amp;amp; 2 x greater rewards&lt;br /&gt;
Daemon Prince - daemon of slaanesh, warp forged armour, daemonic flight &amp;amp; 2 x greater rewards&lt;br /&gt;
Daemon Prince - daemon of slaanesh, warp forged armour, daemonic flight &amp;amp; 2 x greater rewards&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Total: &lt;/b&gt;1,997&lt;br /&gt;
&lt;br /&gt;
Sorry about the silly ass list name, couldn't think of anything good. Yeah, I know, I suck at finding cool names.&lt;br /&gt;
&lt;br /&gt;
I do not like horde armies and prefer fast moving shooty armies which are either elite i.e Ravenwing, mech such as Dark Eldar or big ass monsters. Tyranids can knock out many o big monster, but I am not interested in them and found a liking for Chaos Daemons a year ago.&lt;br /&gt;
&lt;br /&gt;
Now I know KoS (Keeper of Secrets) aren't awesome, but with some good luck (luck isn't a valid tactic, but it is what Chaos Daemons codex goes on as everything is random) the Keepers should get invisibility power (gives stealth and shrouding) on the telepathy psychic power table. Hopefully some good greater rewards will do too such as 4+ feel no pain and 3+ armour save, the extra wound gift will be handy too.&lt;br /&gt;
&lt;br /&gt;
The Horrors are there just to camp on objectives and lay down some covering fire. I know they are not brilliant but show me what other shooty units Chaos Daemons have.&lt;br /&gt;
&lt;br /&gt;
Flesh Hounds are pretty damn cool; beasts, multi wound, furious charge and T4. These guys can tear up units pretty easily, but will struggle against monstrous creatures in a flat out fight.&lt;br /&gt;
&lt;br /&gt;
Daemon Princes are your air threats and provide anti air support. One greater reward will be the lash of despair (S:U AP- 2D6 assault), would be nice if I could get biomancy, but it makes the Princes very expensive and is random and I don't fancy relying on it. Would be good though to get some nice high strength shots in, but shit happens.&lt;br /&gt;
&lt;br /&gt;
Seems this list is Slaanesh Daemon heavy you could easily make this list into an entire Slaanesh Daemons list.&lt;br /&gt;
&lt;br /&gt;
All you need to do is switch the Flesh Hounds for Seekers and a Herald of Slaanesh. Give the Herald locus of grace so the weak Seekers can use terrain and do not have to take cover saves. Locus of beguilement is nice, but Seekers hit mostly on a 3+ anyway.&lt;br /&gt;
&lt;br /&gt;
Then just switch the Horrors for Daemonettes.&lt;br /&gt;
&lt;br /&gt;
Sure you will lose some shooting, but lets face it the Horrors are not great. You could keep two units of Daemonettes back and have the other two deep strike or move forward. If moving forward you will have a big part of your force moving fast at the opponent. Food for thought!&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;Tactics&lt;/u&gt;&lt;br /&gt;
&lt;u&gt;&lt;br /&gt;&lt;/u&gt;
Flesh Hounds move with support from dual Keepers. Keep the block together so smacks hard like a sledgehammer. This way all your units will be together and not spaced out and picked apart.&lt;br /&gt;
&lt;br /&gt;
If you want you could take the lash of despair on the Keepers, handy for tackling certain armour and then moving up to finish what is inside or finish off the tank. The Keepers ideal targets will be basic troop units which it can easily smash, monstrous creatures it can easily beat, armour with nothing inside or walkers - the S10 smash attacks at I10 will most likely destroy any walkers.&lt;br /&gt;
&lt;br /&gt;
Flesh Hounds target bigger more elite units such as Terminators as their weight of attacks should bring down the Terminators a peg or two. They should also murder basic troops. If against vehicles go for transport vehicles and use the large units to wrap around the tank and block the exits, if the tank is wrecked then the unit cannot disembark and is destroyed and if it blows up usually can only get 3 models in the gap and that is if it is Rhino sized.&lt;br /&gt;
&lt;br /&gt;
While the block of Keepers and Flesh Hounds move up Princes will fly over ahead adding more target saturation. Basically you're just going to have one big Chaos Daemon blob coming at you fast and hard, this will give the opponent way too many targets to take out - note they are tough targets as multi wound, tough and in same cases flying. Princes will tackle aerial threats and land to tackle camping units such as Broadsides, Devastators, Long Fangs etc. If against units like Broadsides use the smash attack to instagib them. Also handy against static armoured units like Predators, Basilisk etc.&lt;br /&gt;
&lt;br /&gt;
While all this is happening the Pink Horrors will lay down a barrage of shots and camp it up in cover. As they can re-roll failed saves of 1's, you need a 2 or 3 to fail cover saves if inside a ruin - not too shabby. I know Pink Horrors are not great, but they cost minimum points so if they fire little shots, fail psychic test or get deny the witch against them then at least they only cost a bit. With their support they can thin out enemy infantry and cause some damage to transport vehicles and light armour, which will be handy for suppression and also possible immobilised results setting up assaults for the monstrous creatures and Flesh Hounds.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;Let me hear your thoughts on this list :)&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description><link>http://www.imperiusdominatus.com/2013/06/army-lists-chaos-daemons-kinky-fire.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-5379580058708989923</guid><pubDate>Fri, 07 Jun 2013 09:23:00 +0000</pubDate><atom:updated>2013-06-07T10:23:21.858+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">hobby</category><category domain="http://www.blogger.com/atom/ns#">Emperor's Children</category><title>Hobby: Emperor's Children Heldrake</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-ABl8kvZyJMk/UbGmI8D-MWI/AAAAAAAACFQ/B9r-8zblBLo/s1600/20130606_212941.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-ABl8kvZyJMk/UbGmI8D-MWI/AAAAAAAACFQ/B9r-8zblBLo/s320/20130606_212941.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I did some work on this Heldrake last night along with three Obliterators. Need to get some highlights on the pink and job done :)</description><link>http://www.imperiusdominatus.com/2013/06/hobby-emperors-children-heldrake.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-ABl8kvZyJMk/UbGmI8D-MWI/AAAAAAAACFQ/B9r-8zblBLo/s72-c/20130606_212941.jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-476592041204366047</guid><pubDate>Thu, 06 Jun 2013 12:12:00 +0000</pubDate><atom:updated>2013-06-06T13:12:43.426+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">40k</category><category domain="http://www.blogger.com/atom/ns#">Editorial</category><title>In it for the models or the game?</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://i817.photobucket.com/albums/zz94/kagsawyer/IMAG0508.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="http://i817.photobucket.com/albums/zz94/kagsawyer/IMAG0508.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Games Workshop has declared that is it a company that produces high quality models and that the games Games Workshop create come second to the models. Even during production the models are designed first and then rules come after.&lt;br /&gt;
&lt;br /&gt;
Now we all got into 40k partly because of the attraction to models, after all Games Workshop produce some fine stuff. The question is do you play 40k just to look at pretty models or do you like playing toy soldiers?&lt;br /&gt;
&lt;br /&gt;
For myself I got into 40k as I like the game; the models are sweet, but I just love playing toy soldiers and making pew pew noises. What attracts me to 40k is the tactics side thinking where to move units and what to shoot at etc. In some ways 40k is like playing chess with Space Marines and trying to outwit my opponent or beat them down to skill is what excites me. There's nothing more than a good hard fought battle which gets me going.&lt;br /&gt;
&lt;br /&gt;
Also the little child inside me just loves to play with guns and lazor beams. Reminds of days when playing with my M.A.S.K toys and Venom would attack Boulder Hill! Dastardly Miles Mayhem!&lt;br /&gt;
&lt;br /&gt;
The social part of 40k I really enjoy too, as I am quite a social and talkative person. Because of 40k I've made some good and long lasting friendships.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;Why do you play 40k? Do you like pushing cool models around the table and admiring them or do you like having a fun game of toy soldiers? Answers on a postcard or the comment box will be fine :)&lt;/i&gt;&lt;/span&gt;</description><link>http://www.imperiusdominatus.com/2013/06/in-it-for-models-or-game.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-217098019859720202</guid><pubDate>Wed, 05 Jun 2013 16:00:00 +0000</pubDate><atom:updated>2013-06-14T16:29:13.467+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">Tactica</category><title>Tactica: Obliterators</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://creativetwilight.com/wp-content/uploads/2012/06/Obliterator.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="209" src="http://creativetwilight.com/wp-content/uploads/2012/06/Obliterator.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Obliterators are one of the cooler and more 'chaotic' units in the Chaos Space Marine codex - they have a real chaos looks about them with all the mutated flesh and a chaos feel with mutating weapons which appear out of their arms which are a fusion of flesh and metal.&lt;br /&gt;
&lt;br /&gt;
I used to use Obliterators in my old Chaos Space Marine army, they were pricey, but caused a lot of devastation. Are they worth it in the updated codex?&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Obliterators Cult&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The Obliterator is basically a Chaos Terminator with two wounds, though the 5+ invulnerable save is gained via the Daemon special rule (also gives Fear). They also have Slow and Purposeful, which allows the Obliterators to move, shoot and charge with heavy and rapid fire weaponry. Down side to this is they cannot overwatch, sweeping advance or run. Oh, they can also deep strike as well.&lt;br /&gt;
&lt;br /&gt;
Obliterators have a huge choice of weapons; lascannon, multi melta, plasma cannon, heavy flamer, assault cannon, twin-linked flamer, twin-linked plasma gun &amp;amp; twin-linked meltagun. All Obliterators must fire the same weapon and cannot fire the same weapon for two consecutive shooting phases. Also has a trusty power fist.&lt;br /&gt;
&lt;br /&gt;
All of the above costs 70 points, which isn't too bad, but is a bit points heavy.&lt;br /&gt;
&lt;br /&gt;
You can take marks on the Obliterators if you want too and Veterans of the Long War. Mark of Tzeentch maybe helpful and Mark of Nurgle is extremely good. Mark of Khorne isn't too bad as gives Rage and Counter-attack special rules. Mark of Slaanesh is useless as power fists strike at initiative 1.&lt;br /&gt;
&lt;br /&gt;
The best mark to put on Obliterators is Mark of Nurgle as it stops the Obliterators getting instagibbed by S8 or S9 weaponry i.e krak missiles, meltas and lascannons etc.&lt;br /&gt;
&lt;br /&gt;
You may want to consider VOTLW as Obliterators leadership is only 8, so for 3 points you get&amp;nbsp;+1 leadership and Hatred: Space Marines. If you have points spare I would consider this.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Obliterators, obliterate them!&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Obliterators are best used in pairs; a single Obliterator can be easily taken down and won't contribute much while three Obliterators are very cost heavy. Using Obliterators in pairs is a nice middle ground. Like every other unit, Obliterator units should come in pairs. With paired Obliterators one unit could use multi meltas or lascannons to open up a Rhino for example and then the other unit bomb with plasma cannons or hose with heavy flamers before moving into assault.&lt;br /&gt;
&lt;br /&gt;
Obliterators have no transport option, though can go in a Land Raider if needed, though I wouldn't really bother with this as you want the Obliterators outside bringing the pain via shooting.&lt;br /&gt;
&lt;br /&gt;
You have two options for moving Obliterators about on the table and that is deep striking and walking.&lt;br /&gt;
&lt;br /&gt;
Walking is slow, but makes more use of the Obliterators time on the table and allows you to get the most out of all those guns i.e against armour first turn fire lascannon, next turn multi melta. With the Obliterators walking up they provide excellent support for other elements of your army i.e Maulerfiends or Vindicators and add additional saturation. As they are on foot and a high priority target expect them to take some pain, but the 2+ armour save and strongly advised MoN (Mark of Nurgle) will allow them to absorb some serious punishment.&lt;br /&gt;
&lt;br /&gt;
If deep striking it allows you to focus on parts of the opponent's army easier; deep strike behind armour and unleash meltas or lascannons or land need basic camping dedicated objective holders and fry them with flamers. The issue with deep strike is you're at the mercy of reserves and the longer the Obliterators are in reserve the longer they do not get to be used. This also means you need some reserve bonus i.e ADL (Aegis Defence Line) with comms relay. There is also the normal issue of scatter, which could put you out of range or worse deep strike mishap, though the bad result on deep strike mishap only happens on a 1. If you drop them carefully you should be ok.&lt;br /&gt;
&lt;br /&gt;
Obliterators are truly a swiss army knife for a Chaos Space Marine army as they can deal with a number of enemy targets; can destroy light and heavy armour, tackle 2+ and 3+ armour save models, smack monstrous creatures silly, incinerate hordes.&lt;br /&gt;
&lt;br /&gt;
Personally I find them mostly effective against vehicles thanks to power fist, lascannon, multi melta, twin-linked plasma gun and twin-linked meltagun. For the same reasons handy against monstrous creatures too. They seem to do ok against the bog standard Terminators but have it hard against Hammernators. Hordes also tend to overwhelm them and the Obliterators find themselves stuck in a tarpit - you really do not want your expensive shooting unit stuck in a tarpit.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Obliterators, how I use mine&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
When I use my triple pairs of Obliterators I have them supporting dual Vindicators. I have Obliterators staggered between Vindicators with Vindicators on the inside; O V O V O - this gives the Vindicators some cover on the side armour (only needs 25% covered) and focuses the Vindies together protecting the inside side armour a little better. This way I have my Vindies covering the opponent's army mostly and the Obliterators up front adding additional target saturation. My Rhinos then advance behind using the Obliterators and Vindies to get cover/block LOS.&lt;br /&gt;
&lt;br /&gt;
As I play mostly against mech armies I have my Obliterators fire lascannons first, hopefully they can open up some transport and the Vindicators and drop shells on the survivors. Mutli meltas will then kick in next turn or plasma cannons to tackle more armour or infantry. By turn 3 I am usually in range to use meltas, plasma and flamers and can start smacking small or weak infantry around or assault vehicles. Also at this point I've probably lost 2-3 Obliterators.&lt;br /&gt;
&lt;br /&gt;
If against infantry I tend to drop down plasma cannons and assault cannons. Multi meltas and lascannons come in handy for instagibbing things like Broadsides etc.&lt;br /&gt;
&lt;br /&gt;
If my Obliterators start taking failed saves and if they survive, I just switch them around so the wounded model goes at the back of the unit in my next movement turn.&lt;br /&gt;
&lt;br /&gt;
I have recently tried using Sorcerers in terminator armour with the Obliterators and they work nicely and add some nice counter assault units. Not awesome, but the psychic powers can help if I roll on biomancy well and certainly making more of the Sorcerers this way than inside Rhinos.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Obliterators - worth it?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
While Obliterators are cost heavy and absorb a fair chunk of points I think they are worth the cost if taken in pairs. Consider that with MoN they cost 152 points for two, a Trilas Predator is 140 points and a Heldrake is 170 points. For what they bring to the table and the things they can deal with I think that's a fair points cost to pay. Plus they are pretty tough to kill.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="color: #3d85c6;"&gt;&lt;i&gt;Obliterators, you think they are worth it or expensive for what you get?&lt;/i&gt;&lt;/span&gt;</description><link>http://www.imperiusdominatus.com/2013/06/obliterators-worth-it.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-3908238220216896678</guid><pubDate>Wed, 05 Jun 2013 14:40:00 +0000</pubDate><atom:updated>2013-06-05T15:40:47.431+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Battle Reports</category><category domain="http://www.blogger.com/atom/ns#">Blood Angels</category><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><title>Battle Report: Chaos Space Marines vs Blood Angels - 2,000 points</title><description>Testing a new CSM list, using dual Termie Sorcerers and triple dual Oblterators - should be interesting!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Space Marines - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Chaos Sorcerer - terminator armour - indurance&lt;br /&gt;
Chaos Sorcerer - terminator armour - indurance&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Chaos Space Marines w/ Rhino - meltagun - Champion w/ combi melta&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - meltagun - Champion w/ combi melta&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - meltagun - Champion w/ combi melta&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - plasma - Champion w/ combi plasma&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - plasma - Champion w/ combi plasma&lt;br /&gt;
5 x Chaos Space Marines w/ Rhino - plasma - Champion w/ combi plasma&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Heldrake&lt;br /&gt;
Heldrake - baleflamer&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
2 x Obliterators - mark of nurgle&lt;br /&gt;
2 x Obliterators - mark of nurgle&lt;br /&gt;
2 x Obliterators - mark of nurgle&lt;br /&gt;
Chaos Vindicator&lt;br /&gt;
Chaos Vindicator&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Blood Angels - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Librarian - bike, shield of sanguinius &amp;amp; blood lance&lt;br /&gt;
Librarian - bike, shield of sanguinus &amp;amp; smite&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elite&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Sanguinary Priest - bike &amp;amp; lightning claw&lt;br /&gt;
Sanguinary Priest - bike &amp;amp; lightning claw&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
10 x Assault Marines - 2 x meltaguns - Sgt w/ melta bomb&lt;br /&gt;
10 x Assault Marines - 2 x meltaguns - Sgt w/ melta bomb&lt;br /&gt;
10 x Assault Marines - 2 x meltaguns - Sgt w/ melta bomb&lt;br /&gt;
10 x Assault Marines - 2 x flamers - Sgt w/ melta bomb&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Devastators - 4 x missile launchers&lt;br /&gt;
5 x Devastators - 4 x missile launchers&lt;br /&gt;
Stormraven - twin-linked lascannon &amp;amp; twin-linked multi melta&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fortification&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Aegis Defence Line - quad gun&lt;br /&gt;
Aegis Defence Line - quad gun&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Game: &lt;/b&gt;Hammer &amp;amp; Anvil&amp;nbsp;+ Emperor's Will - night fighting is on&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Deployment&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
I win the roll off and decide to go second, this will let Rich come forward with his jumpers and come straight into the guns of my Vindicators and Obliterators. I place my objective mid field - I am going this way anyway to get my Rhinos etc into range while Rich places his objective behind and ADL on top left corner - both of his ADL on in the left corners 24" away from the short table edge.&lt;br /&gt;
&lt;br /&gt;
Rich deploys and puts his army evenly; Devs behind each ADL with Sgt manning quad gun and then two Assault Marines each side behind the ADL with a Libby and Priest attached to a unit.&lt;br /&gt;
&lt;br /&gt;
I deploy all my army on the bottom right corner. I place Obliterators at the front and Vindies behind - this will give the Vindies 25% cover and as it is night fighting a decent cover save. Rhinos go behind, but due to space two are behind a ruin. My Sorcerers have attached to the Obliterator units.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;I am going to let Rich come towards me and start destroying a single unit/flank with mass blast templates. I'll concentrate on melta units first so they do not get close and destroy my armour. If any units do get close I will counter assault them with Obliterators and Sorcerers.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Devastators are going to annoy me, but I'll have to wait until Heldrakes arrive so I can burn them or later put plasma cannons into them, but the ADL will keep them alive.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Stormraven I'll ignore, one of them isn't that much of a threat and I'll tackle it once I have taken out the bulk of the Assault Marines - fast moving meltas which can be in my face are more of a high threat as they can bust up my infantry too.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 1&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Blood Angels; Assault Marines bounce down towards me, fortunately they cannot run as Rich has put his special characters on bikes, not that this matters too much and is also handy for those challenges.&lt;br /&gt;
&lt;br /&gt;
Shooting; krak missiles and autocannons rip into my Obliterators towards the right flank, Rich scores 8 wounds and I fail 3 of them - seriously! Repeat from the other Devs into Oblits towards table edge, I fail a single save this time out of 6 saves; that's better!&lt;br /&gt;
&lt;br /&gt;
CSM; I re-position my Obliterators so both Vindicators can fire through a firing lane down the left flank - I have used a large ruin in the centre to give them cover. Oblits still block the Vindicators for any incoming assaults. Rhinos just move about and those exposed pop smoke for a little safety.&lt;br /&gt;
&lt;br /&gt;
Shooting; shields attempt to go up, both Libbies fail psychic tests and warlord takes a wound thanks to perils. I fire both Vindies into Assault Squad on the left which has the warlord attached, both Vindies hit well and destroy Assault Marines. Obliterators drop plasma cannons, which do poo, last unit fires twin-linked plasma guns and kills two more Assault Marines. After the dust has settled a single Assault Marine and single wound Libby remain - they pass morale.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;I've managed to hammer Rich pretty bad and he has already lost pretty much an entire Assault Squad. To help me even more his warlord is on a single wound too; excellent :) . Unfortunately I didn't get first blood and I think Rich may get this now as he is probably going to assault me in his turn or dish out the pain with krak missiles etc.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Next turn I'll move the Obliterators forward along with my armour, Chaos Marines will bail out and unleash bolter death while Obliterators finish units off with plasma but not before Vindies drop the large blasts down :)&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 2&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Stormraven arrives from reserves and comes rolling down the right flank.&lt;br /&gt;
&lt;br /&gt;
Blood Angels; wounded Libby leaves the lone ranger Assault Marine and joins the nearby full strength squad which also has a Priest. Remaining Assault Squads come down and are very close to assaulting me.&lt;br /&gt;
&lt;br /&gt;
Shooting; Devs on the right dakka a Rhino and it goes boom, one Chaos Marine dies and squad passes pinning &amp;nbsp;- first blood for Rich. Devs on the left flank dakka the wounded Oblits with Sorcerer and one Obliterator takes a wound. Assault Marines with warlord Libby fire into the same unit, melta kills the wounded Oblit leaving me with Chaos Sorcerer and wounded Obliterator. Assault Marines with other Libby fire into full strength Obliterators, I make all saves. Stormraven splits fire, multi melta and missiles fire at one Vindicator but only glances while lascannon fails to even hit the other Vindicator.&lt;br /&gt;
&lt;br /&gt;
Assault; Assault Marines on right flank charge the full strength Oblits, Oblits laugh off everything and smash the Assault Marines, Chaos Sorcerer (warlord) challenges and Sgt accepts, Sgt gets battered and I get a Daemon Prince! Assault Marines run away with Oblits following them in order to cover ground. Other Assault Marines charge Oblits, Oblits die but Chaos Sorcerer kills Sgt in challenge and gets warp frenzy (+1 attack). Assault Marines consolidate into a ruin near my armour.&lt;br /&gt;
&lt;br /&gt;
Hadesdrake arrives from reserves and comes down the left flank, I am keeping my distance from the Stormraven and can fire across with the hades, plus I cannot vector strike it as I cannot land my base near it as surrounded by Assault Marines who are falling back.&lt;br /&gt;
&lt;br /&gt;
Chaos Marines; Sorcerer casts endurance and moves into the ruin to assault while three CSM squads move up in their Rhinos and bail out to tango. Prince moves up to assault the Assault Squad which didn't fall back, a unit of CSM get out to support with fire power as does the lone Obliterator. Dual Oblits move up to tackle the falling back unit as Vindicators re-position to drop down shells. Squad who got blown out their ride in the B.A turn move out through terrain ready to blast the lone Assault Marine. Vector strike kills the Assault Marines in the ruin, Libby warlord dies too, though interceptor quad gun takes out my Heldrake :(&lt;br /&gt;
&lt;br /&gt;
Shooting; lone Assault Marine goes down to plasma fire while remaining Assault Marines eat bolters, plasma and melta - two remain who fail morale and run away - Chaos Sorcerer can no longer see them so cannot assault :( . Vindicators drop shells on the remaining Assault Marines, shield does well but Assault Marines still die. Obliterators fire with plasma guns with bolter support from CSM, Assault Marines are going down but one unit is being stubborn about it.&lt;br /&gt;
&lt;br /&gt;
Assault; single Oblit goes to assault, Rich declines overwatch and I roll snake eyes - boo. Prince goes to assault, Rich now does overwatch and does bugger all, guess what I roll for assault - snake eyes! Other Oblits do better and smash the Assault Marines leaving one left and the Libby.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;It has been a funny turn this one; two of my units rolled snake eyes to get into assault, a real shitter as I wanted the Prince to mash some stuff up. The Prince will no doubt go down to krak missiles next turn. On a good note two Assault Squads have been decimated, pity my remaining Sorcerer couldn't assault :( . I also lost my Heldrake to a quad gun, Rich got two pens and a glance and I failed to save them all!&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Next turn the I'll move up to take my objective mid field while CSM will get back in their rides and take out the remaining Assault Marines with Vindicator support. Surviving Obliterators will move up, they should absorb krak fire if the Prince is shot at.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 3&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Libby splits from single Assault Marine and leaves him to his fate while joins the last remaining unit. Falling back two dudes auto regroup and come at me. Last Assault Squad comes to multi assault Chaos Marines and single Obliterator. Stomraven moves up to pick on a Vindicator again.&lt;br /&gt;
&lt;br /&gt;
Shooting; Stormraven gets the job done this time and takes out a Vindicator. Krak missiles and autocannons nail my Daemon Prince and he goes down; shit. Assault Marines dakka Chaos Marines and I lose a single CSM. Other Devs fire into the remaining Vindicator but do not even scratch the paint work. Assault Marines who regrouped fire at Chaos Marines and Obliterators respectively, but all saves made if any - T5 Oblits work nicely :)&lt;br /&gt;
&lt;br /&gt;
Assault; Assault Squad multi assaults Chaos Marines and lone Obliterator - Champion gets killed by Priest's claw, but Obliterator mashes some Assault Marines up and combat is a draw. Assault Marine charges Obliterators and promptly dies while the other Assault Marines charge a Chaos Marine unit, combat remains locked, which is good as my Chaos Sorcerer is there.&lt;br /&gt;
&lt;br /&gt;
I roll reserves and Baledrake arrives and comes down the right flank again, really I wasn't paying attention as I could have vector striked the Stormraven this time, ah well.&lt;br /&gt;
&lt;br /&gt;
Chaos Marines; Chaos Sorcerer moves through terrain towards engaged Assault Marines while remaining Chaos Marines get back in their rides and move up. Unit of CSM who got blown out their Rhino move up and claim my objective. Obliterators move up ready to assault Devs by the B.A objective. Rhino in the centre ruin moves out so now on the B.A door step, Chaos Marines bail out.&lt;br /&gt;
&lt;br /&gt;
Shooting; Oblits fire heavy flamers and kill the Sgt from the Dev unit. Vindicator pops smoke as has no target as do remaining Rhinos. Chaos Marines fire into Devs and kill the Sgt.&lt;br /&gt;
&lt;br /&gt;
Assault; Chaos Sorcerer charges and kills the two Assault Marines. Chaos Marines fall versus bigger Assault Squad, Obliterator remains. Oblits fail to reach the Dev squad :(&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;I think I may have this game in the bag if I can take out the remaining Assault Marines, Rich hasn't got his objective and I think has over looked this. His only chance of scoring a possible win is to contest my objective and score linebreaker by daisy chaining his Marines so they reach into my deployment zone.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;If my Obliterator falls I will be free to fire into the Assault Marines and hopefully my other Obliterators will make assault into the Devs and get linebreaker for me. I can also send the Chaos Marines forward by the Devs and that's another way to get linebreaker.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 4&lt;/b&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Stormraven drops down into skimmer mode and backs it up.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Shooting; Devs fire into CSM, I get cover thanks to the ADL and only two Chaos Marines die - they pass morale. Obliterators come under fire from quad gun and krak missiles, I lose an Obliterator. I think the Stormraven fires at a Rhino and the Vindicator, rolls snake eyes to damage the Vindicator and the Rhino loses a bolter.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Assault; single Obliterator dies, Assault Marines are ready to be fired on :)&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Chaos Marines; last Obliterator moves up to assault Devs while remaining CSM do the same thing. Vindicator re-positions to drop shell on the Assault Marines while two squads bail out their Rhinos to add supporting fire.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Shooting; bolt pistols from the Chaos Marines fire into Devs and another one dies. Obliterator fires flamer and all are ok. Vindicator and supporting units fire into the remaining Assault Marines and they are all dead except the Priest.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Assault; Obliterator dies to overwatch krak missiles :( Chaos Marines make it into assault though, Devs lose assault but pass morale.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
At this point we call it a day due to time, but Blood Angels have no way to score a draw as only Priest can contest objective and I already have linebreaker providing my Chaos Marines hold.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Chaos Marines win with 5 points to Blood Angels 2&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
A cracking a brutal game, I think those Vindicators and Obliterators really took there toll on Rich and hammered him good.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
I didn't think the Sorcerers were an awesome idea on foot, but they do add some counter assault, which is nice. Bit of a shitter my warlord change into a Prince and then ate krak missiles. I may swap one for a Chaos Lord to give something different, I am consideirng dual lightning claws, sigil and MoS.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Obliterators did extremely well; they hammered Assault Marines in close combat and shooting. I would say they killed about one and a half squads combined. Shame they didn't make assault into the Devs, ah well.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
Pity about the Heldrakes, I wasn't banking on the quad guns getting lucky and I wasn't banking on them getting lucky twice! I may switch back to dual baleflamers.&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
The Blood Angel army is pretty new to Rich and this is his four game with it or so. He played well but his biggest mistake was not having an unit on his objective. He could find points for a Scout unit or split a unit into combat squads. Also could place mid field like I have, after all Rich is going that way. The dual ADL for double FOC is nice though, fair amount of skyfire going on there combinded with the Stormraven.&amp;nbsp;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description><link>http://www.imperiusdominatus.com/2013/06/battle-report-chaos-space-marines-vs.html</link><author>noreply@blogger.com (Mark Mercer)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-2705450099539080770</guid><pubDate>Tue, 04 Jun 2013 14:42:00 +0000</pubDate><atom:updated>2013-06-04T15:42:12.727+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Space Marines</category><category domain="http://www.blogger.com/atom/ns#">Editorial</category><title>CSM Raw Power</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-mgLR1r_LLUg/UTc5KWYglsI/AAAAAAAAByk/j7Swp_YJH_Y/s1600/6340_bloodletter.bolter.chainsword.chaos.daemon.daemon_prince.dreadnought.epic.fire_sword.flamer.imperial_fists.imperium.land_raider.power_hammer.shield.space_marines.titan+(2).jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="184" src="http://1.bp.blogspot.com/-mgLR1r_LLUg/UTc5KWYglsI/AAAAAAAAByk/j7Swp_YJH_Y/s320/6340_bloodletter.bolter.chainsword.chaos.daemon.daemon_prince.dreadnought.epic.fire_sword.flamer.imperial_fists.imperium.land_raider.power_hammer.shield.space_marines.titan+(2).jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Out of all the 6th codices which have been rapidly appearing the last nine months, Chaos Space Marines is probably the weakest. Unlike Tau, Eldar, Ravenwing and even Chaos Daemons, Chaos Space Marines do not having anything uber cool and destructive. All they have is the old units along with a few new units put into a hardback book. Hell they do not even have an army wide special rule as standard, they have to pay for Veterans of the Long War. Tau get supporting fire, Eldar battlefocus etc.&lt;br /&gt;
&lt;br /&gt;
So I am having my little moan about CSM, but I am not going to give up on them. In recent games I've found the way to get things done is the old fashioned way and that's a shit load of bolters for infantry and some hard ass support.&lt;br /&gt;
&lt;br /&gt;
Looking through the codex here are the hard ass units:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Abaddon the Despoiler&lt;/b&gt; - Serious choppy in combat, 4 attacks base,&amp;nbsp;+1 for two specialist weapons,&amp;nbsp;+2 as has rage - that's 7 S8 AP3 shred attacks if using the talon of horus. If using the daemon weapon you could get a total of 13 S5 AP2 attacks! If Abaddon is against Space Marines then he will get hatred (re-roll to hit when charging) and preferred enemy (re-roll 1 to hit and to wound) - if it is wearing power armour and fights for the Imperium then it is dead.&lt;br /&gt;
&lt;br /&gt;
Bad Bits - Downside is Abaddon is costly (265 points) and needs some kind of transport to get into close combat (only option is a Land Raider), deep strike (needs reserve bonus) or walk and walking isn't cool.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Lord&lt;/b&gt;&amp;nbsp;- Take a lightning claw, sigil of corruption, bike and burning brand of skalathrax and you have a fast and choppy Chaos Lord. To add spice maybe throw on gift of mutation and mark of slaanesh. If you want the Chaos Lord to mash vehicles up take a power fist.&lt;br /&gt;
&lt;br /&gt;
Bad Bits - Doesn't have a lot of attacks (3 base) so don't expect the Chaos Lord to be owning face.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Daemon Prince &lt;/b&gt;- Give the Prince mark of nurgle (T6), wings, power armour and a black mace. The black mace becomes AP2 as monstrous creatures have the smash rule :) Will certainly kill anything as has 5 attacks base.&lt;br /&gt;
&lt;br /&gt;
Bad bit about the Prince is it is expensive, the above costs 265 points!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Warpsmith &lt;/b&gt;- I hear you laugh about the Warpsmith, but really this guy isn't bad as a nasty HQ choice. Firstly, the Warpsmith is the only HQ (except those in terminator armour) who gets a 2+ armour save. Comes with a power axe as standard and 2 attacks base, as has a bolt pistol this is now 3 attacks, add another for charging and the mechatendrils give&amp;nbsp;+2 attacks - that's 6 S5 AP2 attacks.&lt;br /&gt;
&lt;br /&gt;
If the choppy isn't good then the Warpsmith can also repair vehicles and curse enemy vehicles; the enemy vehicle's weapons count as get hot. You can also decrease the opponent's cover save for one piece of terrain in the opponent's deployment zone.&lt;br /&gt;
&lt;br /&gt;
Bad Bits - No access to a bike etc so really needs a Land Raider to get into assault, not good having an HQ choice like this stuck inside a Rhino.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Space Marines &lt;/b&gt;- Cheap as chips (13 points per model) and can take a range of special and heavy weapons.&lt;br /&gt;
&lt;br /&gt;
Bad Bits - As good as your average Space Marine in close combat and with optional extras can get pretty expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chosen &lt;/b&gt;- Relatively cheap and can take multiple special weapons plus have two attacks base and a bolt pistol and close combat weapon - that's 4 attacks each on the charge, handy if using multiple flamers.&lt;br /&gt;
&lt;br /&gt;
Bad Bits - Can get expensive if loaded with multiple special weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Bikers &lt;/b&gt;- Incredibly cheap for what you can get - a cheap suicide unit with melta or plasma is going to cost about 100 points. Adding additional Chaos Bikers only costs 20 points, still not breaking the points bank.&lt;br /&gt;
&lt;br /&gt;
Bad Bits - Can get expensive if using icons.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heldrake &lt;/b&gt;- Perhaps one of the most destructive flyers in the game; the baleflamer is feared by everything not in a 2+ armour save. Don't forget the Heldrake can fire 360 as it is classed as a turret weapon and also has vector strike at S7.&lt;br /&gt;
&lt;br /&gt;
The Heldrake is also pretty survivable as has a 5+ invulnerable save as it has the daemon special rule, this means it doesn't have to jink and also has the it will not die special rule.&lt;br /&gt;
&lt;br /&gt;
Bad Points - If using for anti flyer it isn't the best and due to pure destructive fire power it is an aerial bullet magnet.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Havocs &lt;/b&gt;- Havocs as generally favoured for two setups; missile launchers with flakk missiles or autocannons. The latter of the two is more the favourite as the Havocs can knock out a combined 8 x S7 shots - excellent for taking out transport vehicles, light armour and knocking wounds off monstrous creatures. The missile launcher setup allows the Havocs to instagib multi wound T4 models and below, frag infantry to death and tackle flyers to some degree.&lt;br /&gt;
&lt;br /&gt;
Bad Bits - Havocs with autocannons on average will score 2.64 worth of damage on a Rhino while av13 they will only glance and av14 they cannot damage. Havocs with flakk missiles are very costly (175 points) and against an av11 flyer would only score 1.32 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Obliterator &lt;/b&gt;- This is the CSM swiss army knife, it has everything from lascannons to multi meltas to plasma cannons and normal special weapons. I'll also note it is one of the few units in the codex to get access to multi melta and plasma cannon and the only unit to have access to the assault cannon.&lt;br /&gt;
&lt;br /&gt;
You can take marks for the Obliterator, most are ok, but mark of slaanesh is useless as Obliterators have a power fist. Mark of nurgle seems the way forward for Obliterators.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Vindicator - &lt;/b&gt;Who doesn't like S10 AP2 large blasts? Everyone on the receiving end doesn't like S10 AP2 large blasts ;)&lt;br /&gt;
&lt;br /&gt;
Bad Bits - Short range and only has a single weapon, a weapon destroy result means game over. You could invest points to get a twin-linked bolter as vehicle weapon destroyed results are random and daemonic possession to ignore those shaken and stunned results on a 2+. Also has weak side armour, which can be easily flanked.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Predator - &lt;/b&gt;&amp;nbsp;The Predator can come in three forms; Dakka Pred (autocannon and heavy bolters), Autolas Pred (autocannon &amp;amp; lascannons) and the Trilas Pred (triple lascannons), so matter can be quite flexible for what you need it. All variants are reasonably cheap for what the Predator brings to the table It also is av13 at the front so can absorb a fair bit of punishment.&lt;br /&gt;
&lt;br /&gt;
Bad Bits - Needs to remain static to fire all weapons and sometimes the sponsons can have LOS blocked as they hang down. Dakka Predator isn't massively effectively as will only kill 3.54 Ork Boyz without cover saves.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;Constructicons, unite!&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
With the 'power' units determined I am going to try and build a list out of it;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Chaos Space Marines 'Raw Power' - unlimited points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Chaos Lord - power fist, bike, sigil of corruption &amp;amp; mark of nurgle&lt;br /&gt;
Daemon Prince - daemon of nurgle, wings, power armour &amp;amp; black mace&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elite&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Chosen w/ Rhino - 5 x meltaguns - Rhino w/ havoc launcher&lt;br /&gt;
5 x Chosen w/ Rhino - 5 x meltaguns - Rhino w/ havoc launcher&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
10 x Chaos Space Marines w/ Rhino - 2 x plasma guns - Rhino w/ havoc launcher&lt;br /&gt;
10 x Chaos Space Marines w/ Rhino - 2 x plasma guns - Rhino w/ havoc launcher&lt;br /&gt;
10 x Chaos Space Marines w/ Rhino - 2 x plasma guns - Rhino w/ havoc launcher&lt;br /&gt;
10 x Chaos Space Marines w/ Rhino - 2 x plasma guns - Rhino w/ havoc launcher&lt;br /&gt;
10 x Chaos Cultists&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Chaos Bikers - 2 x plasma guns&lt;br /&gt;
Heldrake - baleflamer&lt;br /&gt;
Heldrake&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
2 x Obliterators - mark of nurgle&lt;br /&gt;
2 x Obliterators - mark of nurgle&lt;br /&gt;
5 x Havocs - 4 x autocannons&lt;br /&gt;
5 x Havocs - 4 x autocannons&lt;br /&gt;
Chaos Vindicator - daemonic possession &amp;amp; twin-linked bolter&lt;br /&gt;
Chaos Vindicator - daemonic possession &amp;amp; twin-linked bolter&lt;br /&gt;
&lt;br /&gt;
If I were to guess I would say this list is about 3k - gulp! To drop it down to 2k I would ditch the Daemon Prince and maybe the Havocs for a start. Then probably change the CSM units into 5 man or something.&lt;br /&gt;
&lt;br /&gt;
Is this going to bash some face? I don't think as it will as much as other codices (especially new ones), but it is probably among the best Chaos Space Marines can offer.</description><link>http://www.imperiusdominatus.com/2013/06/csm-raw-power.html</link><author>noreply@blogger.com (Mark Mercer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-mgLR1r_LLUg/UTc5KWYglsI/AAAAAAAAByk/j7Swp_YJH_Y/s72-c/6340_bloodletter.bolter.chainsword.chaos.daemon.daemon_prince.dreadnought.epic.fire_sword.flamer.imperial_fists.imperium.land_raider.power_hammer.shield.space_marines.titan+(2).jpg" height="72" width="72" /></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-9139750235850439189</guid><pubDate>Mon, 03 Jun 2013 19:00:00 +0000</pubDate><atom:updated>2013-06-03T20:00:03.759+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Projects</category><title>Thinking Ahead: Hobby Roadmap</title><description>&lt;div class="MsoNormal"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://images3.wikia.nocookie.net/__cb20110121215147/warhammer40k/images/0/04/The_Warhammer_40k_Galaxy_Map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="185" src="http://images3.wikia.nocookie.net/__cb20110121215147/warhammer40k/images/0/04/The_Warhammer_40k_Galaxy_Map.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Ok, so I haven’t posted in awhile, been busy with some
dietary changes and some extra workout routines, haven’t had time for 40k. But,
I’ve been following the blogosphere and thinking about the next year of 40k
purchases.&lt;br /&gt;
&lt;br /&gt;
I’m beginning to get a roadmap of the purchases I’ll be making. I
have a backburner plan to do a pre-heresy army, a sort of slow, methodical
project. Of course, FW’s shipping prices make buying a few hundred dollars’
worth a better deal. My only dilemma is what army to build. I had originally
wanted to do Thousand Sons after reading Prospero Burns, but honestly I’ve lost
interest in the color scheme and particular modeling theme. The book was great
but I don’t think I could do something creative enough to stand with the
brilliant 1k sons themed armies out there. If they do custom models for them, I
will probably get a few to put in my CSM.&lt;br /&gt;
&lt;br /&gt;
My first thought this time around was
Raven Guard, but since my Dark Angels are going to be Angels of Vengeance, the
thought of doing another primarily black army is depressing. I’m now thinking
Word Bearers, but we’ll see.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
So, besides my desire to have a pre-heresy army, I am planning
to build 3 ally detachments: Grey Knights, Eldar, and Tau. The GK will be to go
with my Angels of Vengeance, and I am planning to do Coteaz, an Assassin, 2
squads of Henchmen, and a converted Dreadknight that will look like more of a
mechanicus construct. This will serve until/if some day we get a book that has
an Inquisitorial force.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
For my Tau, I haven’t really looked at the book, but they
will be an allied detachment I can take with any army. I mostly just want a
Riptide, I am considering all options. Most likely I’ll get a flyer as well,
just to have it. For the Eldar, again I just want the big kit centerpiece unit,
the Wraithknight, and I’ll grab the Crimson Hunter flyer, maybe some Harlequins
(as I really like them), and probably a Farseer HQ, not sure about troops yet.
I’ll need to see the book first most likely.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
In addition to this, I’d really like to get a Baneblade, a
Dreamforge Leviathan (the chaos looking one), a 2&lt;sup&gt;nd&lt;/sup&gt; Tervigon (the
actual model this time), a 2&lt;sup&gt;nd&lt;/sup&gt; Flyrant (my 1&lt;sup&gt;st&lt;/sup&gt; is the old
metal model), maybe another Tervigon, and 2 forgefiends. This gives me a basic
roadmap for what to do, I will build the Tau first, then eldar, and I am
planning to use mostly 3&lt;sup&gt;rd&lt;/sup&gt; party models for my Inquisitorial force. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
I still need to finish up painting my CSM, I have begun
basing them. I am still planning to take them to NOVA, I just hope I can get
some practice games in!&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
</description><link>http://www.imperiusdominatus.com/2013/06/thinking-ahead-hobby-roadmap.html</link><author>noreply@blogger.com (Ian Logsdon)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-861855339259251932.post-683402632181768480</guid><pubDate>Mon, 03 Jun 2013 14:16:00 +0000</pubDate><atom:updated>2013-06-03T15:16:51.992+01:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Battle Reports</category><category domain="http://www.blogger.com/atom/ns#">Dark Eldar</category><category domain="http://www.blogger.com/atom/ns#">Tau</category><title>Dark Eldar vs Tau - 2,000 points</title><description>Played Shaun and his new Tau on Sunday; here is the bat rep:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Dark Eldar 'Kabal of a Thousand Cuts' - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Baron Sathonyx&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elites&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon&lt;br /&gt;
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon&lt;br /&gt;
3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon&lt;br /&gt;
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon&lt;br /&gt;
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon&lt;br /&gt;
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon&lt;br /&gt;
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon&lt;br /&gt;
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Beastmasters - 3 x Beastmasters, 5 x Khymerae &amp;amp; 4 x Razorwing Flocks&lt;br /&gt;
Beastmasters - 3 x Beastmasters, 5 x Khymerae &amp;amp; 4 x Razorwing Flocks&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Ravager - flickerfield&lt;br /&gt;
Ravager - flickerfield&lt;br /&gt;
Ravager - flickerfield&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Tau 'Kick Ass' - 2,000 points&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;HQ&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Commander - command node, irdium armour &amp;amp; puretide chip&lt;br /&gt;
Commander - 2 x missile pods &amp;amp; target lock&lt;br /&gt;
Ethereal&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elite&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Ripetide - stimulant injector &amp;amp; twin-linked fusion blaster&lt;br /&gt;
Ripetide - stimulant injector &amp;amp; twin-linked fusion blaster&lt;br /&gt;
3 x Crisis Battlesuits - 6 x missile pods&lt;br /&gt;
Crisis Battlesuit - 2 x fusion blasters&lt;br /&gt;
Crisis Battlesuit - 2 x fusion blasters&lt;br /&gt;
Crisis Battlesuit - 2 x fusion blasters&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Troops&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
7 x Fire Warriors&lt;br /&gt;
7 x Fire Warriors&lt;br /&gt;
7 x Fire Warriors&lt;br /&gt;
7 x Fire Warriors&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Attack&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
5 x Pathfinders&lt;br /&gt;
5 x Pathfinders&lt;br /&gt;
5 x Pathfinders&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Heavy Support&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
3 x Broadsides - 3 x high yield missile pods&lt;br /&gt;
3 x Broadsides - 3 x high yield missile pods&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Game: &lt;/b&gt;Big Guns Never Tire&amp;nbsp;+ Hammer &amp;amp; Anvil - night fight is on&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Deployment&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
I won the roll off for table sides and deployment; I chose the short edge to my left and objectives were placed two in the centre - one in a large ruin in the centre and one in a shrine ruin on the table edge I am on. Shaun placed another objective bottom right corner. Reason I put my objective mid field is I am going that way anyway with my Venoms and I can use my fire power to supress Shaun while Ravagers or a few troop units take the objectives.&lt;br /&gt;
&lt;br /&gt;
I deploy the bulk of my army on the lower left hand side with Baron's unit in a ruin. A Beastmaster pack and two Venoms take the other flank.&lt;br /&gt;
&lt;br /&gt;
Shaun has his aegis across the lower right, behind is are all the Fire Warriors and Ethereal in the centre with Pathfinders positioned in ruins, one unit is manning a multiple missile pod turret (custom turret). Both Riptides take cover in large ruin on the top right flank, this blocks LOS to them. Commanders with triple Crisis Suits take cover in a ruin behind the missile pod and the Broadsides take cover in a ruin and one unit up on the hill. Single three Crisis Suits will deep strike for suicide purposes.&lt;br /&gt;
&lt;br /&gt;
* Tank traps are proxy ADL and HWT are proxy Broadsides.&lt;br /&gt;
&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Broadsides and the Crisis Team are my biggest threats; each unit could take down one of mine a turn. I need to instagib these as quickly as possible with my dark lances and then move up and dish out the pain with Blasterborn.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Pathfinders aren't a threat onw their own, but provide great buffs for the Tau army as whole. I will need to splinter them as quickly as I can so Tau lose their buffs.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Ethereal will be a pain in the ass as the Tau's S5 long range guns can knock out my Venoms. I need take out this unit and get Beastmasters behind that ADL as quickly as I can.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Riptides don't bother me as much as everything else, but still will be a pain as they can over charge those burst cannons. If I can send Beastmasters to tie them up and start taking wounds off with rending I'll be happy.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 1&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Shaun attempts to seize but fails.&lt;br /&gt;
&lt;br /&gt;
I move all units up 12" and Beastmasters follow.&lt;br /&gt;
&lt;br /&gt;
Shooting; all Trueborn Venoms move up as I do not want them to go pop and the Blasterborn being out of range. Beastmasters run, Baron's unit gets a crap roll and fails to make it mostly into terrain while other unit gets completely in the centre ruin where the objective is. Ravagers rip into the Broadsides and I wipe out the unit in the ruin bottom right corner and take one from the other unit. Splinters fire and I erase the Pathfinders on the missile pod (I do not want large blasts coming down on my Beasmasters) and seriously deplete the unit bottom right - they pass morale test thanks to the Ethereal bubble.&lt;br /&gt;
&lt;br /&gt;
Tau; Commander power unit comes out to play as do the Riptides, one fails to overcharge but saves thanks to feel no pain.&lt;br /&gt;
&lt;br /&gt;
Shooting; Pathfinders on the bottom right light up the oncoming Trueborn Venom closest to them while the remainding unit lights up the other Trueborn Venom with four dudes in. Broadsides take out the Blasterborn Venom by my table side while the Commander power unit takes out the other Venom - both units are pinned as well! Fire Warriors rapid fire into the supporting Venom on my table edge but night fighting keeps me alive - ha ha no night vision for the fish foot sloggers! One Riptide fires across into Baron's unit and manages to wipe half of them out and kill Baron! Other Riptide dakkas the other Beastmasters, Khymerae absorb a lot of the wounds. Remaining Blasterborn Venom gets shot at by Fire Warriors, it goes down and two remain as it explodes, they then get shot to pieces.&lt;br /&gt;
&lt;br /&gt;
Jetpack moves back into hiding.&lt;br /&gt;
&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Not exactly what I wanted first turn, could be worse I guess. I have taken out a Broadside unit which gives me first blood and a victory point as we're playing Big Guns. Nailed a Pathfinder unit, though the other unit did ok thanks to the ADL.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;I have lost Baron and half of the same Beastmaster unit and all Trueborn Venoms are down. I've taken it hard this turn.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Next turn I hope to finish off the Broadsides and get some shots into the super Commander unit. If I can also deplete some wounds off the closest Riptide, I can get the Beastmasters in and tie it up. I will also need to splinter the Fire Warriors and get the other Beastmaster pack behind the ADL so they can cause havoc - I'll need to pick who I shoot carefully so I do not become too much of a victim of supporting fire via overwatch.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 2&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
I move all Ravagers together and they form up mid field - they will unleash lances on the Broadsides and Commander unit. Both Beastmasters move up while Venoms move to support each Beastmaster unit and the Broadsides - at the moment by army is split, which I am not keen on, but due to LOS from the ruins I should be fine plus need to split so I can get better LOS myself.&lt;br /&gt;
&lt;br /&gt;
Shooting; it takes all three Ravagers to put the Broadsides down after some good cover saves by Shaun and crap shooting rolls by me, but at least they are down. I splinter Fire Warrior units and one unit has a solo dude left (passes morale) and the other unit only loses a single fish-man after wicked saves - not killed as much as I would like. The two Venoms supporting the Beastmasters on the other flank fire into the Commander unit and kill a single Crisis suit while the Kabalite Warrior inside fire through a ruin window in the Riptide, it drops a wound.&lt;br /&gt;
&lt;br /&gt;
Assault; Beastmasters lower right charge, several Fire Warriors overwatch them and I am put out of charge range :( - luckily they are in cover. Other Beastmaster unit manages to charge the Riptide, but Shaun has placed the other Riptide within 6" and I couldn't draw LOS on it, so my Beastmasters take 20 S6 overwatch shots - they survive and charge, Riptide passes all invulnerables/feel no pain from rending Razorwing attacks and only kills a single Beasmaster in return, but yeah, I fail morale and fall back!&lt;br /&gt;
&lt;br /&gt;
Shaun rolls for reserves and two Crisis Suits arrive, one lands close to my Ravager the other scatters away so not in 2D6 armour pen range.&lt;br /&gt;
&lt;br /&gt;
Riptide pursues Beastmasters while the other comes out to shoot some Dark Eldar scum. Commanders unit also comes out to play.&lt;br /&gt;
&lt;br /&gt;
Shooting; markerlights light up the Trueborn by my table edge and they are destroyed by pulse weapon fire thanks to the Ethereal's bonus. Markerlights light up a Ravager for the Crisis Suit, who hits once, but flickerfield saves :D. Missile pods rain down and take out another Venom, it explodes and two Warriors die. Riptide moans down surviving Trueborn. Other Riptide blasts the falling back Beastmasters, luckily Shaun does rubbish to shoot and I only lose a Razorwing Flock and a Beastmaster.&lt;br /&gt;
&lt;br /&gt;
Suits run and hide again, except Riptide who shot at Trueborn who gets snake eyes.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Looks like this wasn't a turn for the Beastmasters as one unit got seriously mauled by overwatch and the other unit got stopped in their trackers by feel no pain and then chased away :( Also took far too many shots to put down two Broadsides and I didn't kill enough Fire Warriors with splinter fire. Hopefully next turn things will change around.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Next turn I hope to regroup the Beastmasters and get them back in the fight. I'll move the Warriors out their ride to deal with the Crisis Suit sitting mid field while the Ravagers move up - one can claim the objective in the shrine ruin.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 3&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Beastmasters regroup and move towards the Riptide which shot at them while other Beastmasters move to the ADL with support from a Venom. Ravagers move a little bit so out of melta range while one claims the shrine ruin. Warriors on foot move through terrain to instagib the Crisis Suit nearby. Venoms supporting the Beastmasters who regrouped move up so the Warriors can rapid fire the Riptide and Venoms blast the Commander unit. Remaining two Venoms move up so if they do get taken out at least I have multiple units to get linebreaker and in range for rapid fire splinter rifles.&lt;br /&gt;
&lt;br /&gt;
Shooting; Venoms by the Beastmasters who regrouped fire into the Commander unit, two Crisis Suits go down and the shooty Commander takes a wound. Squads inside blast the Riptide and take another wound off it. Remaining Venoms and squads blast the Fire Warriors, one unit fails morale and runs off while another only has two dudes left - only two Fire Warriors remain now. Squad in terrain fires at the Crisis Suit, blaster misses, but poison shots take a wound off. Ravagers fire into the Commander's unit, but only manage to instatgib one Crisis Suit and take a wound off the iridium Commander.&lt;br /&gt;
&lt;br /&gt;
Assault; Beastmasters make it over the ADL as limited units to do supporting fire, though only got a two Razorwing Flocks and Beastmaster left, they murder the small Pathfinders and bunker down in a ruin by the objective. Other Beastmasters charge the Riptide, I lose combat, though Riptide takes another wound, only a Razorwing Flock remains who fails morale and falls back - needs double 1 to regroup now as under 25% starting size.&lt;br /&gt;
&lt;br /&gt;
Shaun rolls for reserves and the last Crisis Suit arrives, though it scatters and lands within 1" of my Warriors on foot - I place it top left corner as Shaun has three Crisis Suits getting linebreaker and I doubt I'll kill them all anyway, have I shot myself in the foot here?&lt;br /&gt;
&lt;br /&gt;
Riptides start to flank across to support the remaining Tau force. Commander's depleted unit comes out to take aim at Beastmasters as Ethereal leaves depleted Warrior unit (only one left) and joins the full strength unit, only full strength unit left.&lt;br /&gt;
&lt;br /&gt;
Shooting; Riptide nova charge - I think one fails and has four wounds left while the other Riptide (one Beastmasters kept attacking) has a single wound left and doesn't nova charge. Crisis Suit slags a Ravager giving Shaun a point. Both Venoms at the front of the ADL get toasted by heavy burst cannons - one blows up and kills ALL inside while the other blows up and two dudes remain - they pass morale. Remaining Pathfinders mark the Beastmasters but only hit once after poor rolls, Fire Warriors and Commander unit fires into them but I only lose a single Razorwing.&lt;br /&gt;
&lt;br /&gt;
Suits run and hide, but Riptides are out in the open now.&lt;br /&gt;
&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Things have turned around here and I think I have Tau on the back foot; Commander unit has taken a proper beating, Fire Warriors have limited numbers and Beastmasters among them and Riptides are starting to run out of wounds.&amp;nbsp;&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;I think Shaun has also made a mistake here as is has ignored the two Venoms close to the Riptides and gone for the ones further away. He could have shot and assault those Venoms/Warriors and probably wiped those units completely out. Now they are in rapid fire range and could put down a Riptide.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Next turn the Beastmasters will do what they do best while supporting Venom will move to the objective. Remaining Ravagers will fire on the Riptides will poison will tackle the two Commanders as the Riptides take fire power from splinter rifles and blasters.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 4&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Venoms near the Riptides move up so in rapid fire range while my last operational Venom moves over the ADL ands lands in terrain. Beastmasters move up to the Ethereal's unit while supporting two Warriors on foot move up. Warriors on centre objective move to get better LOS on the Crisis Suit hunting my Ravagers.&lt;br /&gt;
&lt;br /&gt;
Shooting; single wound Riptide gets shot by dark lances and goes down. Other Riptide gets shot by splinter rifles and blasters, it remains with two wounds I think. I fire shots into the two Commanders and the warlord remains with a single wound. Shots go into the Fire Warriors and the two man squad goes down to splinter rifle fire.&lt;br /&gt;
&lt;br /&gt;
Assault; Beastmasters assault the Ethereal's unit - they take NO hits from overwatch, Beastmaster challenges Ethereal, who declines. Tau lose combat, but remain locked - that's fine they cannot shoot in their turn.&lt;br /&gt;
&lt;br /&gt;
Lone Riptide moves towards my bulk of D.E ignoring the two fully intact Venoms. Crisis Suits move up to get into melta range after I moved my Ravagers away. Commander unit comes out to dish missile pod death on the Venom in the ruin.&lt;br /&gt;
&lt;br /&gt;
Shooting; Riptide nova charges and fires into a Ravager, scores immobilised. Crisis Suits fire into the same Ravager, Crisis Suit within 2D6 fails both shots while the other rolls a 1 to damage on rear armour, yeah it was bad. Missile pods explode the Venom after it got hit with markerlights, all dudes are ok though, but are pinned, but within range of the objective.&lt;br /&gt;
&lt;br /&gt;
Assault; Beastmaster challenges Ethereal who refuses, Tau lose again, but remain in combat, damn these guys are brave!&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
&lt;i&gt;* Tactical Notes&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;Right, I think this game is in the bag now almost. I have got three objectives, but Shaun could still sort them out with Crisis Suits and Riptide. I do though have points for killing two heavy support choices, first blood and linebreaker. It is make or break this turn.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;i&gt;If I can take out one Crisis Suit then that model cannot contest the centre objective. If I can take out the Commander and finish off the remaining troops (locked in combat), then I think I will have this.&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;
&lt;b&gt;Turn 5&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Warriors on centre objective re-position so they are inside the area terrain of the ruin so they do not get assaulting so easily - the area terrain acts as a buffer.&lt;br /&gt;
&lt;br /&gt;
Shooting; Ravagers fire onto the Riptide and it is toast. Splinter cannons open up on the dual Commander unit and they are destroyed, I now get slay the warlord. My unit on the centre objective wipe out one Crisis Suit In assault the Beastmaster and Flock destroy the Ethereal and single Fire Warrior via sweeping advance.&lt;br /&gt;
&lt;br /&gt;
At this point we call it a day as Shaun has no troops to claim any objectives and only has two Crisis Suits and a full intact Pathfinder unit left.&lt;br /&gt;
&lt;br /&gt;
Dark Eldar win with 14 points to Tau 3 - crushing victory!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summary&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
That was an extremely brutal game and despite the points saying a crushing victory is was a hard won victory; I have two Venoms left along with three intact Warrior squads, depleted Warriors, depleted Beastmasters and an immobilised Ravager along with a fully operational Venom.&lt;br /&gt;
&lt;br /&gt;
Tau did well, lot better than previously, the supporting fire did me damage twice. To get around this you just need to think who you want to assault and then fire on units close by to deplete them so less fire from supporting fire. This of course is easier said than done when an ADL is there and Ethereal giving more shots.&lt;br /&gt;
&lt;br /&gt;
Shaun played well, but I feel he should have used those Riptides to tackle the two Venoms and squads inside closest to him and then later move up to the centre objective and mash up some Ravagers. Unfortunately the Crisis Suits landed too far out of range to contest any objectives and one of them got gibbed by a blaster.&lt;br /&gt;
&lt;br /&gt;
Cracking game all in all, really enjoyed it, brutal just the way it should be!</description><link>http://www.imperiusdominatus.com/2013/06/dark-eldar-vs-tau-2000-points.html</link><author>noreply@blogger.com (Mark Mercer)</author></item></channel></rss>
