TWIW Episode AT-1 (December 10, 2009)

Like a phoenix from the ashes, This Week in Wargaming returns.
New host Ken Whitehurst presents this week’s news from around the world of wargaming, including items from Privateer Press, Games Workshop, Litko Aerosystems, Lock ‘N’ Load, Grindhouse Games, Taban Miniatures and more.

Joe Krause offers his commentary on the recent round of Games Workshop cease and desist letters.

Ken discusses the past, present, and future of the show, and
This Week in Military History: December 7, 1941.

This Week in Wargaming is sponsored by The Williamsburg Muster wargaming convention, February 5-7, 2010, Williamsburg, Virginia.
http://www.odms-club.com/convention

Episode AT-1 Direct Download

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Latest Imperial Guard Codex Rumors & Plastic Valkyrie Preview

 

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Here we have some great rumors for the content of the upcoming Imerial Guard codex for Warhammer 40k. The insert photo is a scan from the upcoming White Dwarf of the Imperial Guard Vakyrie plastic kit that will be relased in wave 1.
Rumors brought to the community by Inmaterium’s: Coballdge and Warseer’s: Scryer in the Darkness

Latest IG tidbits translated from Spanish.

TROOPS

Penal Battalion: 50 pts. 1 Custodian and 9 Penal troopers. Ld 8. Rifle and close combat weapons. Scouts, Stubborn, “Desperate”.

Chimera: 55 pts. 12 10 10 Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter – free; hull Heavy Bolter to Heavy Flamer – free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.

FAST ATTACK

Hellhound: 12 12 10 Tank, Fast. Inferno Cannon: 12″ Template, S6 AP4 Heavy 1 (like the previous version but there is no roll to hit and no partials, but reaches 12″).

Devildog: 12 12 10 Tank, Fast. Fusion Cannon: 24″ S8 AP1 Heavy 1, Blast, “Fusion”.

Banewolf: 12 12 10 Tank, Fast. Chemical Cannon: S1 AP3 Heavy 1, Template, Poison (wounds on a 2+ to “targets with resistance”).

HEAVY SUPPORT

– Leman Russ Special Rule: Can choose to move 6″ and fire all weapons or fire nothing and move 6″ +1D6″.

LR Battle Tank: 14 13 10 Tank. Battle Cannon.

LR Exterminator: 14 13 10 Tank. Exterminator Autocannon: Heavy 4, Twin-linked.

LR Vanquisher: 14 13 10 Tank. Vanquisher Cannon: AP2 Heavy 1, +1D6 penetration.

LR Eradicator: 14 13 10 Tank. Eradicator Nova Cannon: 36″ S6 AP4 Heavy 1, Large Blast, Ignores cover saves.

LR Demolisher: 14 13 11 Tank. Demolisher Siege Cannon.

LR Punisher: 14 13 11 Tank. Punisher Gatling Cannon: 24″ S5 AP- Heavy 20.

LR Executioner: 14 13 11 Tank. Executioner Plasma Cannon: 36″ S7 AP2 Heavy 3.

Basilisk: 12 10 10 Tank, Open Topped^.

Medusa: 12 10 10 Tank, Open Topped^. Medusa Siege Gun: 36″ S10 AP2, Heavy Artillery 1, Large Blast. “Fortification Buster” Ammunition: 48″ S10 AP1 Heavy 1, Blast, +1D6 penetration.

Colossus: 12 10 10 Tank, Open Topped^. Colossus Siege Cannon: 24-240″ S6 AP3 Heavy Artillery 1, Large Blast, Ignores cover saves.

Griffon: 12 10 10 Tank, Open Topped^. Griffon Heavy Mortar: 12-48″ S6 AP4 Heavy Artillery 1, Large Blast, can choose to “repeat” (re-roll?) deviation dice roll.

Manticore: 12 10 10 Tank. Storm Eagle Missile: 4 only. 24-120″ S10 AP4 Heavy Artillery 1D3, Large Blast.

Deathstrike: 12 12 10 Tank. Deathstrike Missile: 1 only. 12″-960″ S10 AP1 Heavy Artillery***, Blast (radius 1D3+3″).
Special Rules:
– Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
– Any weapon destoyed results received are ignored, the only effect they have is to delay the launch.
– Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10.

^These four can also be enclosed.

Thats it … I have heard on the other hand, from the same guy who took the photos, that:

Ogryns: 25 pts, S5 T5 A3 Sv4+ and have “rabid assault” (Furious Charge?).

Valkyrie: Skimmer. 24″ move. Troops may disembark at any point in its movement, but more than 12″ and they take a dangerous terrain check.

Conscripts: Gone.

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

***Note that in the original Spanish, no quantity is given for the number of area effect markers for the Deathstrike. Ref 1D3 on the Manticore

Rumors brought to the community by Boot Camp’s: Mkoll and DakkaDakka’s: Death by Monkeys

Presenting the latest raft of Imperial Guard rumors whipping about the tubes:

– Command Squad Boxes will include all the special weapons in plastic (1 of each), 3 different officer heads, several different close combat weapons (Swords, Fists etc), various embellishments, 2 suits of officer armor, one more practical one more dressy, and 4 Cadians with a few new/special heads.
– The Stormtrooper greens with the shotguns do not imply that IG Stormtroopers will be getting shotguns, but are instead for WH Arbites-style Stormtroopers.
– Stormtroopers will not be released in the first wave, but instead may be released with an Inquisitor supplement oriented around Planetfall.
– The new Ratlings are nice, the new psykers, not so much.
– Commissars still exist in a capacity different to what they do now. They are allowed to attach to certain squads. However once a Commissar Lord is taken they have more freedom and there can be more of them. They are also cheaper(almost half of what they are now).
– IG Sniper Squads, in addition to getting infiltrate, stealth, rangefinders, and sniper rifles will also get camo cloaks.
– Vet Squads probably won’t be upgrades for platoons.
– While sentinels, chimeras, and hellhounds will be able to attach to platoons as support vehicles, demolishers will not.
– Support Squads are different now and are platoon attachments not command squad attachments.
– Basic squad loadout will be 10 Lasguns or 9 Lasguns and a Laspistol for 40 points.
– Platoon Drill will require a vox network.
– Some squads will have access to heavy flamers.
– New Catachan plastics will have scaled down arms.
– No greatcoat plastics.
– Ogryns will be T5, 4+ save, and FNP for the same price they are now.
– Ogryns have no new models. At least not yet. The newish ones are current.
– Some, but not all, tanks will be able to fire sponson weapons as Defensive weapons.
– Cadian Rough Riders will be in the 1.5 wave.
– Leman Russ boxes will include parts to make LRBT, Demolisher, Vanquisher, and Exterminator.
– Chimera boxes will have parts for 3 other variants (including Hellhound). The Chimera will have 6 variants (though some of these sound like they’re just different Chimera weapon options).
– Basilisk boxes may come with parts for Medusas and Griffons.
– While you’ll be able to field more armor, you won’t be able to field an armored company as part of the regular codex.
– And while you’ll be able to field more tanks, the true strength will be the numbers of guardsmen you can field. 110 Points for 25 Guardsmen with nothing but flashlights.
– The Valkyrie will be different from the FW version, but not any huge difference.
– A Spearhead Sentinel is one that is equipped with heavier weapons and meant to be the spearhead of an attacking force. It lacks Scout moves or the like but has slightly better front armor and several variant weapons.

Dawn of War 2, Multiplayer Beta ready for action!!!

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Here is a nice set of screenshots of the new Dawn of War 2 multiplayer beta along with an excellent early review of the Beta gameplay from Ixal on  The Escapist

Since a few days the Dawn of War 2 multiplayer beta is online and open to all Soulstorm buyers and a few people lucky enough, that includes me, who managed to get an beta key.
Read here my impressions of the game after a few days of gaming both against bots and human.

Dawn of War 2 continues the tradition of small scale RTS games which Relic is known for. Other than in games like Red Alert you don’t mass produce hundreds of units and mindlessly send them against the enemy. Instead you only produce a dozen squads and/or vehicles and try to outflank the enemy to gain a tactical advantage.

People who have played Down of War 1 might at first be a bit confused when starting with DoW 2, as this game is much closer to Company of Heroes than DoW 1. It includes many features known from CoH like its cover system, rear hits on vehicles and suppression which is even more deadly than in CoH.
But it is not a simple CoH clone with new textures. Many elements were tweaked for a even more action packed gaming experience. DoW 2 is more of a blend of DoW 1 and CoH with a mixture of tweaks and improvements.

The game has two multiplayer game modes, both known from CoH. Victory points, where you have to capture certain points to drain the enemies 500 VP to 0 , or annihilation where you have to destroy the base of the enemy.
All this games can be played either 1 vs 1 or 3 vs 3. You can of course only play a 2 vs 2 by closing two player slots, but that are the matches the maps are optimized for. And the focus is clearly on 3 vs 3 games, something a few people are not happy with as finding other competent people to play with is not always that easy. Also when one player has a bad machine he will lag the game for everyone.

Before you start you have to select your race and your hero. Each race has three heroes to choose from which represents a techtree or doctrine for the CoH players. Different heroes have different personal abilities, slightly different global abilities and can be equipped with different weapons.
As you can see the choice of your hero has a big impact of the game. But that does not mean that your hero is a army slaying killing machine. You still need the rest of your army and even offensive heroes should not attack superior forces alone.

The biggest change compared to both DoW 1 and CoH is that there is no base building at all with a few exceptions. Some heroes can build turrets on the map, and you can build power generators at some fixed locations to increase your resources. Also, some global abilities can create buildings with certain abilities like teleporter gates.
But other than that there is no base building. All your units come from the same building and your tech level doesn’t increase by building new barracks, but simply by clicking on the “Next tech level” button.

Some people don’t like this, but personally I don’t see why this is bad. It frees you from stopping the combat just to place another farm or other in itself useless building. And if you really want to build something, play a hero who can build turrets. Those are the important buildings anyway.

When the game starts you have your base, your hero and your scout squad, meaning the weakest combat squad available to you. The first thing you should do is to start capturing points as there is where your resources come from. The points you can capture are requisition points which increases your requisition rate. Requisition is your primary resource which is used by every unit and some global power. You already start with a nice income of it. Capturing extra points increases this income by a small amount.
The second type of points are power nodes. This nodes alone give you a tiny amount of power which is used for high tech units and upgrades. To increase the power output of a point you first have to activate the power point which costs requisition. And then you can buy additional power generators for even more requisition which increase the power output by quite a bit. Be aware that when the enemy captures the power point he also gets the benefit of all generators attached to that point for no cost. So think before you buy generators if you can hold the point or not. If you are attacking, you can also destroy enemy generators instead of capturing them
If you play with victory points enabled then those are your third type of point available. Each map features 3 victory points and when you control more VP than your enemy then the enemy looses ticks.
Be aware that you can’t build listening posts on points to protect them. Requisition and Victory points can be captured back by every wandering enemy infantry unit. Power points first have to be deactivated (with damage), but then can be captured. Its on you to protect your points from the enemy.

There is also a third resource in the game which is gained by killing enemies. Depending on the race this resource has a different name, but the use stays the same. It is used to power global abilities. These abilities are different for every race and hero and can be activated anywhere on the map as long as you can see the point. This global abilities can heal units, give them short duration buffs, summon units or activate the races big explosion like power, for example an orbital bombardment of an small area.

Unlike other RTS games you don’t build hundreds of units sending them wave after wave against the enemy. At most you command two dozen units and have to play tactically to outflank the enemy.
People who have played CoH should already know the cover system. Cover comes in two grades, yellow and green (the latter being the better) and a unit in cover can hold of two or more units of equal power easily. So having cover and denying the enemy the use of cover is very important. A different form of cover are buildings which can be garrisoned. Those buildings act as 360° cover and units in them are very well protected. But don’t worry, on the maps in the beta buildings, are not placed so that they allow total map control. They are useful, but not game breaking.
CoH players might also be familiar with suppression When a unit is out of cover and under fire by a heavy weapon it quickly becomes suppressed. That means it moves slower and takes even more damage, likely being destroyed in seconds.
That makes it very important that you flank the heavy weapons, which typically have a limited arc of fire, as frontal assaults are destined to fail (unless you have vehicles or special abilities).

All this is already known from CoH. What DoW brings to the party (besides heroes) are melee troops. Some troops are not very good in ranged combat (or able to fire at range at all), but are very dangerous in close combat. Also, when a unit is in close combat it can’t fire their ranged weapons. So a all ranged army seldom leads to victory.
Another new thing are jump troops. They provide an additional way to flank a heavy weapon, not by going around, but by going over (or under) it. And they are needed because otherwise heavy weapons might be a bit too strong, especially as those weapons are rather cheap.
One should also mention what DoW 2 lacks, and that is artillery. There are no mortars or higher forms of artillery in the game except for the highly expensive final global ability. That means that if you want to hurt the enemy you must do it up close and can’t spam artillery.
Another big equalizer are vehicles. Weapons which are good against infantry are normally very bad against any vehicle. So even the best defense against infantry crumbles when a vehicle appears. So a good mix of units is needed to stay competetive and it is impossible to have all required units on all choke points all the time.

So how does the game play? In my opinion very well. Its fast paced, but not too fast to become unattractive for non pros, and requires a good, but not overwhelming amount of micro. Units move a bit slower than some people are used to it, but that gives you a nice little breathing time between the combats. Just the game browser could use a little work as it has no filters.
An interesting feature is the revive countdown. When you loose your hero you can revive him by paying requisition. The amount of requisition depends on his level and is quite highe at first and counts down. When you wait long enough the price gets lower and lower till it reaches the bottom where it costs only 250 points to revive him.

Should you buy the game? Most likely. But better download steam and participate in the open beta which starts on January 28th.

Check back here often as I might later add a description of the different races. I will also answer question, so ask away. (I am also happy about every non question comment).

Update 1: Races

On to the races.

There are a total of 4 races in the game, each with 3 heroes.
Note that when I talk about special abilities, I mean those abilities which are activated by using the third resource. Each hero also has personal abilities like being able to heal others.

Space Marines

The races you also play in single player. They are the defenders of mankind and interstellar knights mutated by implants to be super humans and wear huge power armours.
Space Marines are the strongest soldiers in the galaxy. As such their units tend to be very strong, but also rather expensive.

Their global abilities include calling a drop pod with tactical marines, teleporting in a squad of terminators and bombarding an area from space.

Their heroes are:
Force Commander
The leader of the army. He is a tough close combat fighter which can be equipped with better weapons and armour or even turned into an terminator. His special abilities are calling close combat assault terminators and a war cry which increases a units defences.

Apothecary
A healer, the only one in the game as far as I know. Otherwise you have to heal at your HQ. He can be equipped with either items which increase his healing power or increase the abilities of other soldiers. The exceptions are his weapons. The Apothecary can become a rather fearsome close combat fighter.
His special abilities are reviving all heroes on the map at once and making all infantry invulnerable for a short time.

Tech Marine
A Tech Marine focuses on vehicles. He is not a very good fighter, but he can build turrets, teleporters and, with the right equipment, lay mines. His special abilities are repairing all vehicles on the map and calling down a Venerable Dreadnought which is stronger than the normal version.

Space marines have a small unit list. Generally they will have less troops than other races but those units are quite powerful. Most of their troops are specialized anti infantry or anti vehicle, but some can be equipped to deal with either threat like their expensive tactical marines.

Orkz (Yes, that’s how they are written)

Orkz are a comic relieve race who speak very funny. But that doesn’t mean that they are any less dangerous on the battlefield. Their global abilities are reinforcing the squads around the commander . Also nearly every infantry unit have the Waaagh ability which increases the strength of all nearby units. And this ability stack, so 5 units each using Waaagh makes all of them five times stronger (ok, not exactly, but you know what I mean).

Warboss
The biggest ork around. He is a fearsome close combat fighter who can have very effective weapons. His special abilities are a war cry making a squad harder to damage and increasing the close combat power of a squad

Kommando Nob (That’s also written that way)
A stealth hero which can sneak around invisible and debuf the enemy. His equipment is centred around this and can increase his sneaking time etc.
As special abilities he can make a squad invisible and call a squad of Kommandos

Mekboy
The tech marine of the Orkz. He can also place turrets and Waagh Banners which make orkz near them fight harder. He can also teleport.
Special abilities are increasing the firing speed of a squad or making a vehicle faster.

Orkz are a close combat race. Their ranged squads aren’t the strongest and all of them die easily. That is countered by orkz being generally cheap. They have a nice variety of units with upgrades. Generally as ork player you are always short on requisition, even more than others

Eldar
Eldar are the speed race. Their warriors are a bit weaker than others, but they are fast and use hit and run tactics. Their global abilities are creating portals and creating a psychic storm which damages everything in the area.

Heroes are:

Warlock
A close combat specialist who focuses on doing damage. Slice enemies up with a sword? Check. Shoot psychic blasts? Check. His special abilities are reducing the incoming ranged damage to a squad and making all squads move faster.

Warp Spider Exarch
The Exarch can teleport himself and others around the map and is equipped with a mediocre gun. Still, he can appear everywhere and vanish again as soon as he gets in trouble.
As special abilities he can summon a squad of Warp Spiders and increase the ranged attack of a squad.

Farseer
The Farseer is more of a supporting hero who disrupts the enemy rather than combats directly. As special abilities she can turn of the fog of war in an area for a short time and summon the unique Seer Council which is a close combat squad.

Eldar troops are fragile and rely on speed to get into cover from who they can destroy the enemy. The term glass cannons fits nicely.

Tyranids.
The only race not available in DoW 1. They are invaders from an other galaxy who absorb biomass to add them to their forces.
Their global abilities are instantly creating more troops at their base and terraforming a small part of the map which damages enemies and increases the abilities of Tyranids

Heroes are:

Hive Tyrant
An awesome close combat fighter, probably the best from all the heroes. But he is rather slow. His special abilities are placing nests which allow Tyranids to reinforce and creating spores which can create troops.

Ravener Alpha
He can create tunnels which allow for instant travel. As Special abilities he can detonate other Tyranids which damage enemies and call in Spore Mines which are a suicide unit.

Liktor Alpha
A very fun hero to play with. He is a good melee fighter and has a really long tongue which he can use to grab other units and pull them towards him. As special abilities he can reveal the location of all enemy heroes and. Like the Hive Tyrant create spores which produce units, just a different kind

Tyranids also rely on masses. Their units are very specialized and have very few upgrade options, if at all. Their high level units are rather strong.

How balanced are the races? Its too early to tell, really. I haven’t even met someone who plays Tyranids yet.

Army List Workshop: GT Ready Mechanized Space Marines

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Army List Workshop: GT Ready Mechanized Space Marines

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So its time for another installment of Army List Workshop from Andrew (Stelek) Suttons Yes the Truth Hurts blog

This one is a very effective list designed for the GT circuit that I expect would do very well in the hands of an experienced Marine player. Andrew provides it in answer to a request to critique a players existing Space Marine List which is also included here for reference.

Enjoy:

GRAND TOURNAMENT MECHANIZED SPACE MARINESm1640020_99120101068_40ksmarmouredstrikeforcemain_445x319

So, I am finally down to the point (and it is about here you can
start quote me if you post my email in your blog), this is my
Ultramarines list. It is a good one, has won me about 75% of the
games played, but it is far from a power build, and I fear that in an
American GT, I’ll have a hard struggle making it victorious for me. I
must make it more competitive, but I fail to have any good ideas how
to. Maybe you have some ideas how to make it more competing? -I am by
no means comitted to Sicarius – he’s a fun choice, and his leaderhip
boost is very nice. But by himself, …he is not really a fight
machine like Calgar or Lysander. I guess I should switch to one of
those guys? or..?

My very best Regards,
Henrik

Ultramarines 1750

Captain Sicarius 200

5 Terminators 230
cyclone

10 Tacticals 235
meltagun, m.melta, power fist, [ rhino ]
10 Tacticals 195
flamer, lascannon, power weapon
10 Tacticals 185
melta, lascannon

2 Landspeeder Typhoon 180
2 Attack Bikes h. bolter 80
2 Attack Bikes m. melta 100

Land Raider 250

Predator 95
h. bolter sponsons, storm bolter

Reply:

Thanks man, glad you enjoy. 🙂

Just fyi, St John is a great personal friend of mine (who forgot my birthday, bastard!).

Also oops I posted your whole email…I hope that is ok, having lots to say isn’t a detriment around here. Knowing how the Swedish system works is a good thing! It’s certainly different. My concept of ‘power builds’ and how to restrict them in a tournament is frankly just imposing an unfair restriction on players. Gaming isn’t a socialist republic, ya know. lol

Anyway on to your list and how it looks from a US players perspective.

It’s not horrible, but it’s not great either.

The Land Raider is a big target with very little else to stop anyone from focusing fire on it.

The Termies are a shooty unit…great, what’s the assault unit? A tactical squad?

I think with some tweaking you can get a good generalist list together that will stymie most opponents.

It isn’t your list, but it will work better than what you’ve got now.

It’s a true mech list, not the mixed bag you are currently running.

You also don’t need to run the foot special characters in a list like this, they encourage you to take a 200 point guy and stick him in a 250 point LR with a 200 point squad. Quite a lot of points, yes?

Now I realize this is quite a bit different from what you are running, but what you are running is a battleforce army and they do not do well in US tournaments against strong lists run by weak players or weak lists run by strong(er) players.

Try this out and see what you think:

1750 Pts – Space Marines Roster – Mech Marines

1 Master of the Forge @ 120 Pts
Artificer Armour; Frag Grenades; Krak Grenades; Converison Beamer
5 Scout Squad @ 163 Pts
Bolt Pistol (x5); Frag Grenades; Krak Grenades; Scout Armour; Camo Cloaks; Sniper Rifle (x4); Heavy Bolter w/Hellfire Shells; Sergeant Telion
1 Sergeant Telion @ [0] Pts
Frag Grenades; Krak Grenades; Bolt Pistol; Scout Armour; Stalker Pattern Boltgun

1 Dreadnought @ 105 Pts
Dreadnought CCW; Multi-Melta; Searchlight; Smoke Launchers; Storm Bolter
1 Dreadnought @ 105 Pts
Dreadnought CCW; Multi-Melta; Searchlight; Smoke Launchers; Storm Bolter
1 Dreadnought @ 105 Pts
Dreadnought CCW; Multi-Melta; Searchlight; Smoke Launchers; Storm Bolter

9 Tactical Squad @ 205 Pts
Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour; Flamer; Multi-Melta; Rhino
1 Sergeant @ [23] Pts
Bolt Pistol; Bolter; Frag Grenades; Krak Grenades
1 Rhino @ [35] Pts
Searchlight; Smoke Launchers; Storm Bolter

9 Tactical Squad @ 205 Pts
Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour; Flamer; Multi-Melta; Rhino
1 Sergeant @ [23] Pts
Bolt Pistol; Bolter; Frag Grenades; Krak Grenades
1 Rhino @ [35] Pts
Searchlight; Smoke Launchers; Storm Bolter

9 Tactical Squad @ 205 Pts
Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour; Flamer; Multi-Melta; Rhino
1 Sergeant @ [23] Pts
Bolt Pistol; Bolter; Frag Grenades; Krak Grenades
1 Rhino @ [35] Pts
Searchlight; Smoke Launchers; Storm Bolter

2 Land Speeder Squadron @ 140 Pts
Heavy Flamer (x2); Multi-Melta (x2)
2 Land Speeder Squadron @ 140 Pts
Heavy Flamer (x2); Multi-Melta (x2)

1 Predator @ 85 Pts
Autocannon; Searchlight; Smoke Launchers; Heavy Bolter
1 Predator @ 85 Pts
Autocannon; Searchlight; Smoke Launchers; Heavy Bolter
1 Predator @ 85 Pts
Autocannon; Searchlight; Smoke Launchers; Heavy Bolter

Total Roster Cost: 1748

I can almost guarantee that there will be ruined buildings at the GT’s next year. So your scouts can have a 2+ save most games.

You have 3 dreads, which really will scare assault armies and make them kill those dreads before they can cripple their force. Oddly enough, they also scare shooty armies (can’t let them get to me!) and mech armies (stupid multimeltas). Great, that’s everybody! Oh and Dreads scare most monstrous creatures even if it’s only slightly. 🙂

The land speeders are able to do everything: kill tanks, kill infantry, and most importantly…go FAST and block enemy movement. It’s a must learn skill that sadly most US tournament players (ok, most players globally) have no clue about.

The predators are just nifty good anti-infantry. They don’t need SB, why pay more for so little? Just sit at 36″ and pound the enemy.

Your tactical squads are in rhinos equipped the way they are so you can zoom forward 12″ on turn 1 and put a lot of firepower into midfield. Run your 3 dreads and 4 speeders forward and all of a sudden you have a ton of shit threatening his entire army the next turn. The tacticals can combat squad if need be and just run the other half behind the dreads so the rhinos give dreads cover and the dreads give the marines cover. Not how it works in real life, where bullet magnets get you killed…but hey, this is a fantasy sci-fi game! 😉

The you have two blasts that should wound on 2+just about anything from your scout/master squad and Telion being a prick and picking off heavy weapons…well, let’s just say this is the army I fear most when facing Marines.

Thankfully nobody local plays it. =)

A few have come awful close, but they still insist on running the Thunder Shield squad in a LR with a special character. Scary, yes. Also suffers from egg-basket syndrome.

Hope you have the time to build this and run it. I’d love to know how you do, using this or using something else…

Warhammer 40k Stompa and Shadowsword Previews

Here we have another very good series of preview photos for the Stompa and the Shadowsword.

You can see how many variants the Shadowsword kit provides and it really seems to be a fantastic deal to me. The Stompa, on the other hand, is very limited in its build options with pretty much no variants beyond the pictured setup. Many have speculated that there may be an add on kit, but I tend to think it more likley that if the Stompa sells well we will see something simillar to the Shadowsword kit for the Orks this time next year.

Army List Workshop – Imperial Guard Purist List

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Its time for another eddition of Army List Workshop. This time Stelek has an interesting Imperial Guard list devoid of the usual tricks common in the standard 5th edition lists.

IMPERIAL GUARD 5TH EDITION “No Tricks” list.

180px-codex_imperial_guard_3ev2

Can you do up a Imperial Guard list that works without adding gimmicks like Sisters or Last Chancers? Let’s assume a base of hq, two platoons, two hellhounds and two LRBT.

What weapons would you give the squads? Do you upgrade the LRBT to Demolishers? What other units are worth adding to fill out the list?

Is a mech version of IG worth trying with the expensive chimeras?

Thanks,
Major Treble

Reply:

Certainly I can do that for you!

Since you didn’t specify a points value, I’ll go to 2000 and you can scale it back.

This one comes with instructions. 🙂

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

2000 Pts – Imperial Guard Roster – IG

0 Command Platoon @ 254 Pts
0 Command Squad @ [74] Pts
Cameleoline; Drop Troops
1 Junior Officer @ [40] Pts
Cameleoline; Drop Troops; Close Combat Weapon; Laspistol
4 Guardsmen @ [24] Pts
Cameleoline; Drop Troops; Lasgun (x1); Grenade Launcher (x3)
6 Mortar Squad @ [90] Pts
Cameleoline; Lasgun (x3); Mortar (x3)
6 Mortar Squad @ [90] Pts
Cameleoline; Lasgun (x3); Mortar (x3)

4 Hardened Veterans @ 85 Pts
Cameleoline; Drop Troops; Lasgun (x1); Meltagun (x3)
1 Veteran Sergeant @ [13] Pts
Cameleoline; Drop Troops; Lasgun

4 Hardened Veterans @ 85 Pts
Cameleoline; Drop Troops; Lasgun (x1); Meltagun (x3)
1 Veteran Sergeant @ [13] Pts
Cameleoline; Lasgun

4 Hardened Veterans @ 85 Pts
Cameleoline; Drop Troops; Lasgun (x1); Meltagun (x3)
1 Veteran Sergeant @ [13] Pts
Cameleoline; Lasgun

0 Infantry Platoon @ 310 Pts
0 Command Squad @ [74] Pts
Cameleoline; Drop Troops
1 Junior Officer @ [40] Pts
Cameleoline; Drop Troops; Close Combat Weapon; Laspistol
4 Guardsmen @ [24] Pts
Cameleoline; Drop Troops; Lasgun (x1); Grenade Launcher (x3)
9 Infantry Squad @ [95] Pts
Cameleoline; Lasgun (x8); Lascannon
1 Sergeant @ [6] Pts
Cameleoline; Laspistol & CCW
9 Infantry Squad @ [95] Pts
Cameleoline; Lasgun (x8); Lascannon
1 Sergeant @ [6] Pts
Cameleoline; Laspistol & CCW
4 Remnant Squad @ [46] Pts
Cameleoline; Lasgun (x3); Flamer
1 Sergeant @ [6] Pts
Cameleoline; Laspistol & CCW

0 Infantry Platoon @ 290 Pts
0 Command Squad @ [74] Pts
Cameleoline; Drop Troops
1 Junior Officer @ [40] Pts
Cameleoline; Close Combat Weapon; Laspistol
4 Guardsmen @ [24] Pts
Cameleoline; Lasgun (x1); Grenade Launcher (x3)
9 Infantry Squad @ [85] Pts
Cameleoline; Lasgun (x8); Autocannon
1 Sergeant @ [6] Pts
Cameleoline; Laspistol & CCW
9 Infantry Squad @ [85] Pts
Cameleoline; Lasgun (x8); Autocannon
1 Sergeant @ [6] Pts
Cameleoline; Laspistol & CCW
4 Remnant Squad @ [46] Pts
Cameleoline; Lasgun (x3); Flamer
1 Sergeant @ [6] Pts
Cameleoline; Laspistol & CCW

1 Hellhound @ 121 Pts
Extra Armour; Searchlight; Inferno Cannon; Hull Mounted Heavy Bolter

1 Hellhound @ 121 Pts
Extra Armour; Searchlight; Inferno Cannon; Hull Mounted Heavy Bolter

1 Hellhound @ 121 Pts
Extra Armour; Searchlight; Inferno Cannon; Hull Mounted Heavy Bolter

1 Leman Russ Battle Tank @ 176 Pts
Improved Comms; Searchlight; Battle Cannon; Hull Mounted Heavy Bolter; Sponson Heavy Bolter

1 Leman Russ Battle Tank @ 176 Pts
Improved Comms; Searchlight; Battle Cannon; Hull Mounted Heavy Bolter; Sponson Heavy Bolter

1 Leman Russ Battle Tank @ 176 Pts
Improved Comms; Searchlight; Battle Cannon; Hull Mounted Heavy Bolter; Sponson Heavy Bolter

Total Roster Cost: 2000

Setup the 4 basic infantry squads on your board edge, make sure they get cover saves.

Setup the Hellhounds in the middle of the board, your 4 infantry squads should be flanking them. They can be 12″ in.

The Leman Russes (no, do not upgrade to Demolishers–cost too much) should be on the flanks (barring infiltrate units you are scared of). Weak flank should get 2 LR, strong flank should get 1.

You’ll be dropping quite a few units, here’s the way that works:

The 3 HQ’s are identical so when you drop, you can drop into diff terrain and lose one squad member without losing a weapon or giving up a KP on the leader in a KP mission. It might not seem like much, but 3 GL firing templates can pile up plenty of wounds on grouped up enemies and the 3 S6 shots while not awesome at killing tanks can fire twice on mech hordes. Against which you need every shot.

The 2 mortar units also help pummel infantry, they can hide behind the LR on the weak flank.

The 3 elites are your heavy tank busting squads. Again, feel free to deep strike them into terrain (just make sure the enemy won’t get cover saves if you hit, eh?).

The Hellhounds and LR are of course best at frying infantry, but can if necessary fire directly at vehicles. That’s key for IG these days, making sure you bring dual-use firing units.

Your 4 infantry squads are your anti-tank units. 2 have lascannons, 2 have autocannons. You can upgrade them all to lascannons if you want, having a mix won’t hurt. They can move up and fire at infantry, but that should be a last resort.

The remnant squads are anti-infantry units of course, but mostly they are deep striking scoring units to land in terrain and GTG when fired upon. 2+ cover saves is annoying!

You can deep strike the entire army if you want, but I think having the 4 basic troops on the board at the start will help give you a better gunline.

The LRBT and Hellhounds have searchlights for Dawn of War missions…not great but it’s something. A couple will hit and let you shoot at something.

The LR also have improved comms, to help you manipulate your deep strikes. Get in the meltaguns when you need them, or if at all possible delay the 2 remnant squads from entering until late in the game. You also have the 2 HQ’s that are infantry squads, so they can be delayed too for late-game objective grab attempts.

I hope you like. 🙂

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Warhammer 40k New Imperial Guard Rumor Roundup.

180px-codex_imperial_guard_3ev2Here are a collection of Imperial Guard Rumors. We will continue to update this as new rumors are found.

New Vehicle rumors updated as of 2/10/09 : Click here for tread head heaven!

 Plastic Valkyrie Preview Updated 2/10/09

Rumors brought to the community by Warseer’s: Gropius and 75hastings69

Hi all, its pretty quiet today, but the following is reported regarding the upcoming IG codex.

-Return of the Griffon mortar carrier and other “old units”
-New weapon options for Sentinels and a sprue recut with the new options added.
-Sentinels are said to be split into 2 diffent FOC options based on weapon loadouts (basically heavier armed ones won’t be able to scout)
-New Sanctioned Psykers
-New Ratling Snipers
-May 2nd release for the codex and other initial offering.

 

Rumors brought to the community by Warseer’s: druchii lord narackh and philbrad

Hi guys:

Latest rumbling regarding next year’s IG codex:

GENERAL RUMORS
-No more doctrines
-Tanks will be in squads
-Many special charaters that will provide army wide rules like those in new SM codex
-Chimera and Hellhound might come in one combo boxed set
-Troop squads may be in the pricerange of 200Pts for 45 Guardsmen
-Many new models

MODEL RUMORS (only a sampling)

Plastic Valkyrie ( multiple Confirmations on this one! )

-Plastic StormTroopers (Also heavily confirmed)
-Leman Russ multi-variant all plastic kit
-Hellhound updated
-IG Command Squad plastic kit

There is a new HQ choice referred to as a “Fleet Officer”. This fine chap gives you access to different types of orbital bombardments every turn. There are other officer “types” to select from that give other abilites including a Commissar Lord.

Models
New Commissar Lord is available as a new HQ choice with dual models.

Plastic Command Squads; Cadians and Catachans are said to both be getting plastic command squads.

Infantry Squad Recuts; Infantry boxes are rumored to be repackaged as 2 sprues containing eight guardsmen and a single heavy weapon team in each box; similar to what was done to the Eldar Guardian kits.

Plastic Stormtroopers are on the way.

Plastic Valkyrie is on the way. This is said to be a transport option for the Stormtroopers and possibly other select squads. Kits have been visually spotted. The Valkyrie will be interesting as it is said to be a skimmer only in the codex. The idea is that flyers never exist in “straight 40k” so the Valkyrie keeps its flyer/skimmer modes as published only in Apocalypse. Price is said to be £35/US$50, and the kit is fairly large (roughly Land Raider sized)

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