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Tuesday, January 4, 2011

3 for 3...What The Hell!?! - Cryx Cup XI Review


You know those lists which on paper look really bad and turn out to be really good...well on the flipside of that are lists which on paper look really bad but turn out to be really good. Cryx Cup XI was today (ie when I am typing this review) and my Herohammer Space Wolves turned out to fall into the latter category. On paper the weaknesses far outweigh the strengths and against some of the armies present such as any of the guard lists I would have been in serious trouble...but the three armies I faced - Shrike Vanilla Marines, Pedro Vanilla Marines and Tyranids - whilst having a great many elements to really mess me up and actually had me very nervous setting up against them, ended up getting quite brutalised by my army. We'll examine the games indepth below.

But first of all, how did I fair?

Well I won 3 out of 3 games.



Shrike Vanilla Marines was a draw on primary and a win on secondary objectives, the Pedro Vanilla Marines game was a Victorious Slaughter on Primary for me (Kill Points) with no secondary objectives achieved either side, and the Tyranids a draw on primary and a win on secondaries.

I'm still a bit overwhelmed by it all to be honest...

In the end I clocked in at 27th out of 30 (having 1 out of 25 for your painting score does that) with a decent slightly above average comp score, very high sports score and most importantly an equal 8th on battle points from a pool of 30 players. 8th in battle points has me quite surprised to be perfectly honest.

So...where to begin.

I had 3 hours sleep.

I was cleaning up and assembling models. I didn't have the army painted. There was some bluetack showing. Fortunately it wasn't a pre-requisite to have a painted army, but 1 on paint score shows this. Fun army though. :)

I had my special Golden Throne Forum Dice, the 6 is an Imperial Pidgeon and the 1 is a raised middle finger, which always brings laughs as the 1's hit your own models and you bridle in rage but are given the finger by your own dice to boot, heh.


GAME 1: JAY LATJER, SHRIKE VANILLA MARINES

The First Game was against Jay Latjer aka Good 'ol Shaky from wargamerau, and was a friendly grudge match between the two of us based on the fact neither of us had played each other before and had had some past disagreements but come to a recent understanding and mutual respect so bam, battlefield time for it. My List post above shows Jay's Shrike Vanilla Marines, but the mission was as follows:

[i]Mission 1 - Capture their flag!

Deployment - Players roll off with the highest player choosing to go first or second. The player who is going first gets to choose which long board edge to deploy in.

The first player then measures 6" on one short table edges from his long edge and 18" up on the other short table edge. Draw a line between these two points, any where between this line and their long table edge is their deployment area (see diagram).

The 2nd player's deployment area is anywhere between his long table edge and a line parallel and 24" away from the first players line.

Starting with the player who is going first they alternate placing an objective in their own deployment area and then one in their opponents deployment area. Note these objectives cannot be within 18" of each other.

Once this is done they again place alternate placing 3 objectives in the area between their deployment areas starting with the first player. These 3 objectives cannot be within 8" of any other existing objective.

The night fighting rules are in effect from turn 4 onwards.

Primary - Capture objectives. The player with the most points held is the winner. Each objective in your own deployment area is worth 1 point to you. Each objective in between the middle area are 2 points. Each objective in your opponents deployment area is 3 points to you.

Secondary - Kill Points

Victorious Slaughter (7+ higher than opponent) =15 battle pts
Major Triumph (3-6 pts higher than opponent) = 13 battle pts
Minor Victory (1-2 pts higher than opponent, or wipe out with 0-2 objective pts held) = 11 battle pts
Draw (same number of objective points scored - remember variable value) = 9 battle pts each
Minor Loss (1-2 pts fewer than opponent) = 8 battle pts
Major Loss (3-6 pts fewer than opponent) = 7 battle pts
Disastrous Defeat (7+ fewer than opponent) = 5 battle pts

Secondary: 2+ KPs clear, or have wiped out opponent. +5 battle pts[/i]

Basically, with 7 objectives to capture/contest and only 2 units able to capture and up to 4 conests in my army assuming nothing was killed...I was screwed from the get go. I won deployment but lost the first turn to a seize and things got under way. I recall stuffing up something in deployment but can't remember what - I deployed Njal and Logan with the bikers for the T5 verse shooting and wounds allocation fun/extra survivability, deployed the 2 TWL's together and the WG Termies on the other side of the line. Shrike and the Chaplain and the Assault terminators set up on my far left flank and didn't do much till turn 3 or 4 hen they got in close for an assault which ended with my 3 bikers (1 scoring unit of 2) being killed, but shrike, the chaplain, and the entire assault squad also wiped out when I attacked back.

There were three moments which for me saw the game change very positively for me. The first was the first turn drop pod landing in front of my twin TWL's and the WG in TDA and having a tactical squad combat squad out only to fail to wound with the twin melta shot into the TWL's with the return counter attack killing the 10 tactical marines and drop pod for the loss of the twin chainfist terminator (who blew the Drop Pod up and himself alongside it - lol). This allowed me to push forwards more aggressively and to wipe out 2 of the 6 scoring units on the board (Tacticaal squads and Scouts each combat squadded, I reference the DP Tactical suad here); the TWL's then hit the assault terminators and wiped them out for no wounds in return. If the DP hadn't dropped so close I wouldn't have been in assault range of the terminators with my twin thunderwolves. The Thunderwolves then assaulted the rhino and the disembarked tactical squad in it. This was a mistake for Shrikes side as if the Tacky marines had not disembarked to get extra shots into the TWL's, then I would not have wiped both them and their tranpsort out in one turn to consolidate into cover and out of sight of the telion sniper squad. This further allowed me to split my TWL's and go after Telion's squad and the speeder on that flank and to go for the Scouts and Tactical Squad/Speeder on the right flank with the twin frost weapon warrior born Wolf Lord. This was the most crucial part of the game as it saw the TWL's wipe out the remaining troops barring a unit of scouts which rushed arjac and finished him off and then moved on top of an objective in my deployment zone. If this disembarking move had not taken place I would have been subjected to an extra rough of firepower which could have ended more favourably for the Shrike Marines. Meanwhile, the Grimnar/Njal/WG Bikers vs Shrike, Chappy and Assault Marines combat was happening and blergh, game ended with the last 4 scouts being murderous hurricaned for 2 wounds and fleeing off the objective. At this point there were 2 scouts, and 2 Land Speeder Typhoons left on the board both speeders in base contact witha different thunderwolf model. It came down to the edge on whether it would draw or I would lose from lack of captured objectives.

Post-Game 1 Summary:

Shrike Marines had 2 Landspeeder Typhoons left, 1 immobilised in b-2-b with the TH+SS TWL, the other stunned in b-2-b with the twin frost weapon TWL, and 2 scouts fleeing outside of objectve holding range.

Herohammer Space Wolves had Njal on 1 wound, Logan on 2 wounds and both TWL's left on 2 wounds each.

I lost both my troops choices, a grand total of 6 Wolf Guard and 2 Kill points.

The Shrike Marines lost:
5 tactical Marines
5 tactical Marines
5 tactical Marines
5 tactical Marines
1 Scout Unit (dead Telion is Dead!)
1 Drop Pod
1 Rhino
1 Rifleman Dreadnought
5 Assault Terminators
10 Assault Marines
1 Chaplain
1 Shrike

48 of 52 models killed and 12 kill Points of models destroyed to 2 Kill Points against me.

I was quite stunned at this point, and had achieved Cryx Cup XI objective to win one game all day. Things just got better and better from here.


GAME 2: Shane Sofa - Pedro Vanilla Marines.

Shane is a bloke I've played against several times before and have known roughly a year now. he is a good bloke and we hadn't played for ages so it was gonna be a good game regardless.

Shane's list was roughly:

Pedro Kantor, 2xIronclad Dreadnoughts in drop Pods, 1 8 Sternguard in Drop Pod with some combi-meltas and a powerfist, 10 Tactical Marines in Rhino, 10 Tactical Marines in Razorback, 2 MM Attack bikes, 2 land Speeder Typhoons, Vindicator and a Thunderfire Cannon.

The mission was as follows:

[i]Mission 2 - Slow the Tide
Deployment - Spearhead (Quarters)
Random game length, 2 1/4 hr time limit

Destroy enemy fast moving units and characters while protecting your own!

Variation of Annihilation (Kill Points) with the following alteration to Kill Points:
Each and every unit capable of moving >6" in any one phase(excludes system wide abilities such as fleeing or sweeping advance) is worthFAST= 3 KPs
Every HQ Unit (unless has above ability which makes it FAST) or infiltrator/Scout HQ/Scout/infiltrate = 2 KPs
Every other unit is worth usual 1 KP

NB Drop Pods are not regarded as fast (immobile when they land), similarly all deep strike units do not count the deep strike ability as fast, it will depend on their other abilities.

Secondary: Hold 1 or more quarters than opponent, any unit (except empty dedicated transports) may secure a quarter if no enemy model is in that quarter. Determine which quarter the unit is holding by majority of models, if equally spread across 2 quarters, randomises. a unit across the centre point or 3 + quarters may not control or contest any quarter.

Score the total number of adjusted Kill Points held by each player and compare:


Victorious Slaughter (7+ higher than opponent, Or wipeout Opponent and 3-6pts ahead) =15 battle pts
Major Triumph (3-6 pts higher than opponent) =13 battle pts
Minor Victory (1-2 pts higher than opponent, or wipe out with 0-2 objective pts held) =11 battle pts
Draw (same number of objective points scored - remember variable value) = 9 battle pts each
Minor Loss (1-2 pts fewer than opponent) = 8 battle pts
Major Loss (3-6 pts fewer than opponent) = 7 battle pts
Disastrous Defeat (7+ fewer than opponent) = 5 battle pts

Secondary: Quarters: Control 1 more than opponent. +5 battle pts[/i]

I deployed Njal/Logan/Bikers in a unit behind a piece of area terrain out of LoS of the Vindicator, then eexposed Arjac and co on my edge near the centre line and plonked the two TWL's in a unit behind them. Shane deployed everything on the board in firing positions to just shoot me to death as I walked into his guns, dropping the pods down empty.

I lost the roll for first, some poor rolling to hit/wound saw nothing much happen in Shanes turn...he did however drop his two pods down on his left flank (my right) and a scatter pushed one within charge range of my TWL's. This is where the mistake for Shane came. If he had deployed the DP's in the corners of the board, one behind me in my quarter and one elsewhere, I'd have the issue of leaving them alone and thus ignoring them for KP purposes or rush them and waste time killing them as the rest of his army hacked into me. Dropping them on his flank and pushing the scatter into charge range gave me the leg up I needed with the Thunderwolf Lords to in my first turn charge the pod with them...I did nothing special just shook it (hooray for 6 str 10 TH attacks doing nothing!), whilst Njal unleashed Living Lightning boosted by The High King's Tank Hunters to glance the Vindicator to a shake. Useful as it meant I got out of cover next turn to brave the guns and started the long walk into Shanes army. My second turn saw the TWL's charge the vindicator/Ironclad Dreadnought with the TH+SS Saga of the Bear TWL, and because of no room into the vindicator to multi-assault into the Attack Bikes with the Warrior Born Choppy man. Vindi was stunned and the Dread lost the meltagun arm, meanwhile the Attack Bikers took 3 wounds and my TWL's were locked in combat for his turn 3.

This became a pattern this game - I'd kill stuff but not enough and thus get locked in combat and avoid shooty death torrenting the TWL's. The TWL's proceeded to kill over 1200pts of Shanes army with the Twin-Frost Weapon Warrior Born Thunderwolf Lord killing like this: My turn 2 - 1 Attack Bike, wound the 2nd once, His turn 3, kill the remaining attack bike (TH+SS TWL destroyed the dread), My turn 3, kill 5 Tacky Marines (TH+SS TWL Killed the Thunderfire Cannon multi charged into - Charged the TFire Cannon, couldn't get the SotWB into combat with him so was able to get the tactical marines in multi-assault here, heh), his turn 4, killed 5 more tacky marines, My Turn 4, charged Pedro's unit (good consolidation rolls also and positioning for the charge here) saw 7 of the 8 sternguard get killed by SotWB TWL, whilst pedro and the PF Sternguard got killed by the SotB TH+SS TWL, his turn 5, he shot me and I passed all my saves, My Turn 5 I multi-charged his rhino/tactical squad, rhino killed by TH+SS TWL, and 6 Tacky marines killed by SotWB TWL. Random game length gave us another turn, His Turn 6 saw the last 4 tacky marines killed. My turn 6 saw the Vindicator finally crushed by the twin-frost weapon TWL charging back into it (with a shiny 11 attacks at str 6) whilst the TH+SS TWL hit the speeder left over here to stun it. Njal and grimnar all this time had moved to position themselves at a shared quarter whilst unlimited range sniping at the last Typhoon ages away. This is where I made my mistake in turn 6 and turned a Victorious Slaughter with secondary objectives achieved and thus maximum battle points for the scenario attained, into just a Victorious Slaughter with no Secondaries. I wasn't sure if I would destroy the vindicator so I left Njal and Logan in the same unit. I should have split them off and contested the quarter with the far speeder with Logan and claimed the empty quarter I deployed in as my own whilst contesting the one he deployed in with the speeder there. Instead, I stuffed up.

Post-Game 2 Summary:

I lost all 6 WG again, which amounted to 4 Kill Points due to the scenario special rules.

Shane lost 17 Kill Points giving me a 13 Kill Point difference for the primary win of Victorious Slaughter.

He had lost at the end of it:

Pedro Kantor
2 Ironclad Dreadnoughts
8 Sternguard
20 tactical marines
1 Rhino
2 Attack Bikes
1 Vindicator
1 Thunderfire Cannon

36 models killed, 7 left on the table in his army (1 immobilised Land Speeder Typhoon, 1 stunned one in combat with the TH+SS TWL).

I believe I was quite ecstatic at this point, but I had massive amounts of good luck on the saves for the TWL's but also allocated nicely prioritising what needed to go where...Shane had a heck of alot of bad dice this game...we'll play again sometime and it shouldn't be as brutal.


GAME 3: DENNIS FUNG - TYRANIDS

Game 3 clocked around and I was up on table 2 against dennis Fung, the chap running

Event Horizon in May. Dennis, aka Loriness, is a chap i do respect based on some of his attitudes online and I knew I was in for a tough game, not just because it was Nids and they were one of the armies the Herohammer Space Wolves struggle against (massed numbers, huge MC count), but because he knows how to play really well and in a non-comp environment as well as comp. His list was along the lines of a choppy Hive Tyrant and Guard, a Prime, 2x10 termagants, 2 tervigons with Catalyst+TS's, 2 Harpies with Twin-Linked heavy Venom Cannons and 2 Tyrrannofexes with Rupture Cannons. No Hive Guard or Zoanthropes, indeed no elites...those Rupture Cannons had me worried for the Warrior Born Lord though, one failed save and he was dead.

The mission was as follows:

[i]Mission 3: Changing Tide

Deploy - Pitched battle (12" in on long board edge, 24" separation)
Random game length, 2 1/4 hr time limit

Before rolling dice, place small 3 objective markers (or use D6's) evenly spaced along the centreline, one on the exact centre of the table, other 2: 18" along the centerline in from short table edges.

Each objective is worth a random number of Objective points. The 1st time a non vehicle model moves into B2B contact with the objective, roll a D6, this is the value of the objective in points, and will remain in place at that value for the rest of the game. Hold by usual 5th ed rules - eg uncontested held by scoring unit with model within 3".
Add up number of "objective points" each player has at the end of the game and consult the following chart to determine the winner:

Victorious Slaughter (7+ higher than opponent; Or hold all 3 Objectives un-contested by the enemy) =15 battle pts
Major Triumph (3-6 pts higher than opponent) =13 battle pts
Minor Victory (1-2 pts higher than opponent, or wipe out with 0-2 objective pts held) =11 battle pts
Draw (same number of objective points scored - remember variable value) =9 battle pts each
Minor Loss (1-2 pts fewer than opponent) = 8 battle pts
Major Loss (3-6 pts fewer than opponent) = 7 battle pts
Disastrous Defeat (7+ fewer than opponent, or opponent holds all 3 objectives) = 5 battle pts

Secondary: KPs: must be 2 or more KPs clear, or have wiped out opponent. + 5 battle pts[/i]

The game started off with me deploying first then being seized against, a whole bunch of FnP and spawning of termagants happened and a move towards Arjac's squad. 2nd turn from memory saw arjacs squad annihilated in a single round of combat before it got to strike. This was finally how the army on paper looks. Swinging myf orces around the TWL's got stuck in whilst Njal sniped a Harpy to 1 wound with LL and some aid from Logan and Biker friends. The combat which swung the game was the Tyrant, Tyrant Guard, Prime, Harpy and a bunch of Termagants verse the two TWL's. Dennis thought the stat boosts from the TWL's were added on after doubling of strengths et al but FAQ and codex descriptors later and asking around and TO'ing saw that confirmed as the +1 str, A and T are added to the base profile of the TW himself so he is base str 5, thus, with the TH, he was strength 10...which instant deathed the Harpy (I committed 3 attacks on the harpy and 3 on the tyrant from the TH TWL to make sure I hit and wounded at least once on the harpy so as to instant death it, all 3 hit and 2 wounded killing it outright)...it won't happen in future games from now on, but it was a sucky way to find out as I managed to win that round of combat by 12 which saw the remaining termagant horde from 3 units wiped out and the Tyrant cut to one wound whilst the TWL's were still alive and still passing all their invulnerable saves (though were wounded at this stage).

The game basically got a bit interesting from there with Dennis adapting to surround the TWL's instead of charging to certain death meaning I had to shoot my way out or charge in my turn and fight my way out...Njal finished off the other harpy and the bikers moved in to support the TWL's with Njal and Grimnar moving to within 3" of the central objective for a contestation with the tervigon there, the TWL's and the Bikers cleaved through the remainig termagants and it got down to how far my guys consolidated whether I would contest the other tervigon held objective or not (all termagants were dead at this stage), and bam, a 5 and a 6 and the objective game was contested. I won on The Kill Point secondaries.

Post-Game 3 Summary:

Draw, won on secondary.

10 Kill Points destroyed verse 1 Kill Point Lossed.

I lost Arjacs squad of 3 WG Terminators. 1 Wounded Tervigon, 1 untouched Tervigon and 2 unwounded Tyrannofexes were left at the end.

I killed:

Hive Tyrant
Tyrant Guard
Tyranid Prime
2 Harpies
56 Termagants (2 units base 3 spawns).

The Herohammer Space Wolves killed 61 of 65 models, and had 7 men alive to 4 MC's at the end.

OVERALL KILL TOTALS AND LOSSES:

First Game:
Lost - 3 WG Bikers, 2 WG Terminators, Arjac Rockfist (4 models alive at end)
Killed - 48 models (4 models left alive at end)

Second Game:
Lost - 3 WG Bikers, 2 WG Terminators, Arjac Rockfist (4 models alive at end)
Killed - 36 models (7 left at end)

Third Game:
Lost - 2 WG Terminators, Arjac Rockfist (7 models left alive at end)
Killed - 61 models (4 left alive at end)

TOTALS: I Lost 15 models (15 models survived) across all 3 games
I Killed 145 models (15 models survived) across all 3 games


That's a very sweet 9.66666667 : 1 Ratio of Kills to Losses across the 3 games for the day.

CLOSING THOUGHTS:

The Herohammer Space Wolves worked far better then I had thought they would. I played very well and whilst I made some critical mistakes, considering I hadn't played the list before I did pretty well with all things said and done. Using the Bikers to suferficially boost Logan and Njal's Toughness to 5 against shooting also had the effect of increasing the bikers survivability by 3 TDA wounds before I started taking wounds on the bikers (Logan is eternal warrior and Njal has 2 wounds so losing 3 between them to still be alive is very useful), but it did change the way the bikers were used until the very end. Tank Hunting on Living Lightning is a handy trick and fairly accurate with a good positioned Chooser of the Slain which also damages/suppresses reliably. Wooftooth Necklaces are beyond golden in shininess value. :D Paired Thunderwolf Lords with TH+SS+RA+SotB and one with 2 FW's+BoR+RA+SotWB in the same unit can be used to not only survive a high amount of firepower/concentrated attacks, but also can take on anything solidly and effectively, able to position themselves for multi-charges against units and their transports and destroying both at the same time, saving time and increasing the damage potential the pair can churn out. Timing for when to split units apart is also very important as together they can survive a far vaster range of attacks then individually via wounds allocation and possibly superficial toughness as well. Keeping Objectives in mind is also key, troops were my number one priority and I worked towards killing them first and foremost and concentrated on them over other threats with the ability to best deal with my troops. Mech isn't required to play 40k competitively at 1,750pts. Indeed, you can get away with 10 models all on foot if you play well and think about what you do when you do it. It ain't easy but boy is it fun. Oh, and next time I'll remember to use the +1 to all friendlies within 18" for a round that Logan grants as I forgot to all tournament.

The day was great, I had 3 awesome games, somehow managed to win all 3 and kill horrendous amounts of enemy models of various sorts and mainly with 2 thunderwolf lords...I've now attended 3 tournaments - Cryx Cup last year with 1 win of 3 games, Leviathan last year with 4 wins and 1 loss, and Cryx Cup this year with 3 wins of 3 games. Each tourney thus far has been with a different army, which weren't power armies going into it and also that I hadn't played before the tournament not even in practice. 8 out of 11 games as wins in the tournament scene is a good record I think.

All the best everyone, any questions just post away below, I've more then likely missed all sorts of things. :)

Auretious Taak.

P.S. BoLS saw Bigred do a thread on so called Elite Armies recently, but he isn't thinking truely elite, 30 models at 1850pts includinga few vehicles? Man, what a noob, not thinking silly and stupid enough (though silly stupid 3 wins from 3 games on Herohammer Space Wolves well yeah). The link is here:

If someone can link BoLS people over to here and tell them elite is 14 models at 2,750pts, or 9 models at 1,500pts, then they can see that indeed elite armies do have a place and can compete well (my computer is screwed, I can do some things but mostly can't do anything that includes posting to BoLS as comments)...Anyways, I'm still stoked and shocked at how today went! Definitely looking forwards to outtings when the army is completed. Go Go Rainbow warriors! :D

Comments (38)

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scipio121's avatar

scipio121 · 744 weeks ago

That has to be one of the craziest lists I've seen in a tournament. Besides the fact that you won all three games was even more incredible. I would love to see this played in person. I'm tempted to try it as it would probably be the cheapest army you could build that I can think of. Kudos for the wins and trying crazy stuff.
Meister_Kai's avatar

Meister_Kai · 744 weeks ago

You are leaving out a pretty big caveat about playing an elite army and winning:

"then they can see that indeed elite armies do have a place and can compete well...."

add to this:

"as long as its Space Wolves"

I keep telling people at my LGS that the "elite" Space Wolf armies will probably rape the "elite" Grey Knight armies but they keep disagreeing. All this article did was solidify Space Wolves as one of, if not the premier assault army in the game (granted you tool your list right) which is hilarious because they can easily be said to be the game's best shooty army as well.
19 replies · active 743 weeks ago
Add another thing...

"in a comp'd tournament"
Meister_Kai's avatar

Meister_Kai · 744 weeks ago

Eh, the only list that looked overly comped was the SM list with the Thunderfire Cannon, besides that he played vs a mostly perfectly fine SM army and a competitive Nid list (or was it competitive because it didn't have Hive Guard lol).
really... chaplain, 10 assault marines and 10 scouts...
Nids with NO elites...

Not terrible lists, but distinctly lacking refinement.

This is however not the point, congratulations on the good results Taak!
Nids with no elites is not "bad".
Not every build must have HG, and when people break free of that thinking, other workable builds surfaces.
It does need to be refined, it might need an elite or two, but until I play properly, list tuning is secondary.

I guess if I played correctly, I should have won. Unfortunately, I did not play correctly.
"Not every build must have HG"

Everyone repeat this ^^.
The elite section of the codex is probably the best IMO. I didn't say Nids with no HG is bad. My opinion would be nids without elite can never be optimum.

I agree with you on the presence of other good units in the dex, but these should be fielded alongside the elites, not instead of.

Agreed also on the playing > list building.
"My opinion would be nids without elite can never be optimum." - but until it is tested properly, it is just an opinion (even if it is likely true).
Is there a "must"? Now that I played without HG, I didn't really miss them. Might have survived a little longer than the Harpy, but you loose out on range and speed.

What I am annoyed at is most units in the Nids codex is just a few points (10-15) too much or one or two stats/skill/options short for their points - compare to SW/BA/IG/DE.
Good builds are very hard to make, unlike other 5th ed codex which are more obvious/easy. Units lack duality / self sufficient, unlike all other 5th codex, which means the whole army "needs" to work as a whole and harder to play properly.
Auretious Taak's avatar

Auretious Taak · 744 weeks ago

Loriness has it smack on here with the Nids and how they run in 5th ed. He didn't run elites, but he still had 4 solid long range anti-mech units and still had 7 MC's on the field and enough firepower to wipe out hordes relatively easily.

One thing alot of people seem to forget with Nids is that most of their guns outside of Elites are mounted on MC's, those MC's chew through light-medium armour really nicely in combat, and unless playing a gunline force, most armies are heading in close enough that smart play will see more and more mech elements suppressed and then wiped out in combat. You'll lose MC's on the way in, but that doesn't matter, it's a Nid army, most of the army is sacrifical.

There weren't Hive Guard or Zoeys, but there were two Tyrannofexes with Rupture Cannons and two Harpie with twin-linked HVC's, which many people here and elsewhere proclaim as being very efficient for their points and what they bring to a Nid list in a non-comp environment. A pair of units in the list instead of a Harpy and the Prime would have given the army an extra edge verse many threats but wouldn't have been as effective in combat, it was a nicely balanced force that would still do decently in a non-comp environment as it has all the elements barring the HG as well as packing 7 MC's to boot. It was a good game, I had a bit of luck as well, and we both made mistakes, I just made a smaller key one then loriness but it doesn't matter because we both learnt something valuable and enjoyed the game, and that's what Cryx Cup is about.

Proxy the Herohammer Space Wolves, see how you can do against dominant non-comp lists in your area, I think you'll find the list has an incredible amount of resilience and shouldn't be underestimated...we all certainly did!
I have to disagree with you Taak. As I've said above, there are plenty of units that bring duality, but it is true that lists take more overall thought than others.

There are guns outside of elites, but there are also guns outside of the heavy support section in the SM codices and people still fill their boots.

The guns you've described ARE good anti-mech guns, but just 4 of them in a list is just not enough, sorry.
There is not a must in the elite section, that is the wonder of the Tyranid codex - there are so many great builds. There are units that work more easily than others (such as HG), but that doesn't automatically make them better.

You say that units are overpriced and then miss out on the whole section with quality, point efficient (with regards to the list) units. I think there are plenty of units in the codex that have duality. Almost all of the MCs can take on vehicles (in combat if not in shooting) and infantry (usually in both shooting AND combat). The units that tend to bring the 'best' anti-mech in the codex you chose to ignore and I don't mean just HG.

What annoys you about Tyranids is what makes me love them. I'm sure Kirby would say the same.
If someone states something are a little over priced, it would mean it is not points efficient for its quality. I would then need to write a full article to proof my point (which I do not have time).

CC vehicles (although it will happen and it eventually works) is not duality, you can not say 1 chainfist and a lascannon is "duality".

Without proper "duality", you are left needing redundancy.

"best" anti mech in nids? HG if in range, T-fex, Harpy, and maybe Zoans. Zoans are not useful because
1) short range = need pod
2) you have to pass Ld, then shoot, then roll, roll, roll, and hoods will stop you (another roll).
3) you need to change entire build for zoans
So other than HG, I would like to know what I have "ignored"

There are not "many" great builds or easily constructed great builds at <1750, you will struggle to have all bases covered at this points value.
Auretious Taak's avatar

Auretious Taak · 744 weeks ago

The Pedro Marines were actually quite a powerful army, in a non comp environment they would have held very strongly. There was all the tools to deal with heavy mech saturation as well as blast away infantry masses. It was the most daunting game of the 3 because after deployment I was pretty resigned to being shot before I made it into range to even laugh and be heard. It was an unfortunate drop pod scatter that gave me that vital extra turn of movement to speed up hitting the marines that did it.

Sure, it was a comp'ed event, but it was still filled with some pretty nasty armies. In any case, I'd take this to a non-comp event if I could manage more time off work (which with HvZ coming up, is unlikely unless on a Sunday)...

As to the "Only Space Wolves Comment", I disagree, it can't be done as minimalistic in other codicies because you can't have 4 HQ models in the standard FOC, but you can still unleash stupid elite armies in other dexes, and so long as you play hard, stand a fighting chance.

Also, Luck.
We'll have to agree to disagree on the competitiveness of the lists. They're okay, but wouldn't stand a chance of winning in a good, non-comp'd tournament such as NOVA.

SM and BA would just not be able to manage such an elite force as they cannot make expensive enough heros and it's near impossible to get a similar level of mobility and durability that can be achieved by a storm shield on a thunderwolf.

But hey, I wanted to say congrats and not get into the whole comp argument.
Meister_Kai's avatar

Meister_Kai · 744 weeks ago

The reason its only Space Wolves is exactly like Bro_Lo said, there is no Thunderwolf in other armies. Your Wolf Lords are what make the entire army work and without them the whole idea falls apart.
Auretious Taak.'s avatar

Auretious Taak. · 743 weeks ago

I disagree that it's the wolf lords alone which make the whole idea work, It's Grimnar which does the real work load, he allows you to take units of just 3 Wolf Guard as troops, this minimises the numbers in an army, whilst allowing very strong weapoI disagree that it's the wolf lords alone which make the whole idea work, It's Grimnar which does the real work load, he allows you to take units of just 3 Wolf Guard as troops, this minimises the numbers in an army, whilst allowing very strong weapons and protective equipment options, not to mention mobile options in troops. BA's can take 4 models as troops - 3 DC+1DC Dread, but can't quite make the costs the same and then not scoring again, so you need at least 5 models as a troop choice which can score so Tactical Marines, Scouts or Sanguinary Guard with relevent HQ. Space Marines have the same issue with minimum units of 5 Scouts or Tactical Marines which then can't be whored up on points either.

More importantly in the other entries there isn't widespread ability to take Storm Shields and thus increase survivability. My unit of 3 WG Terminators with Arjac took a heck of alot of fire power and so did the 3 WG with Bikes that I attached Njal and Logan to. It was good solid wounds allocation which saw me save a large amount of wounds which otherwise wound have killed off bikers eventually because TDA has a 1/6 chance failing whereas a SS or PA has a 1/3 chance of failing and with 3 wounds plus eternal warrior on Grimnar and 2 wounds on Njal, that wounds/armour allocation was surprisingly resilient for the force and the firepower which was directed into units. The same applied in combat, pick and choose was a major strength against everything barring the Tyranids who just walked over everything in massed numbers then had a bad combat and lost a massive chunk of the army to fearless wounds/combat losses - that happens when you lose a combat by 12 and the 3 units of grunts have a 6+ save...they would have had 4+ FnP as well but Njal had countered the Catalyst Casts...it's not as simple to say that it is just the Thudnerwolf lords that did all the work, far from it. They killed alot of stuff for sure, but they also didn't absorb as much firepower or attention as other units in the early game, and indeed my first kill of the tournament was by Njal and was a Rifleman Dreadnought.

The whole idea was minimum models in an army, preferably without armour. I could do it with space wolves more so then other codicies because I could also take twice as many HQ choices as other codicies. If BA's or SM's could take 4 HQ's then they'd definitely be far more playable in this style of force. If the SW's had just two I'd have to ditch the TWL's because Grimnar and Njal are so essential to the synergy across the board with the army.
Auretious Taak.'s avatar

Auretious Taak. · 743 weeks ago

I'm fiddling with other codicies and similar style lists it's more difficult then the Space Wolves but who knows I might rock up to an army with 20 or less models for Vanilla Marines or BA's (I have the models I can use is why I'd use them) or even Nids - Nids can run 13 models at 1750pts, it's heinously expensive models, and not as resilient but bloody mobile...

Also, what was it, 2 years ago now, or even 18 months ago, Ork Nob Biker armies - 12 models at 1500pts or so, that's another elite army. There are counters to them nowadays, but to say Space Wolves are the only codex able to run such a potent force is a mistake when we look at the fact that Nob Biker armies dominated the tourney scene for such a long time before people started builing in counters on a massive scale in their lists. ns and protective equipment options, not to mention mobile options in troops. BA's can take 4 models as troops - 3 DC+1DC Dread, but can't quite make the costs the same and then not scoring again, so you need at least 5 models as a troop choice which can score so Tactical Marines, Scouts or Sanguinary Guard with relevent HQ. Space Marines have the same issue with minimum units of 5 Scouts or Tactical Marines which then can't be whored up on points either.

More importantly in the other entries there isn't widespread ability to take Storm Shields and thus increase survivability. My unit of 3 WG Terminators with Arjac took a heck of alot of fire power and so did the 3 WG with Bikes that I attached Njal and Logan to. It was good solid wounds allocation which saw me save a large amount of wounds which otherwise wound have killed off bikers eventually because TDA has a 1/6 chance failing whereas a SS or PA has a 1/3 chance of failing and with 3 wounds plus eternal warrior on Grimnar and 2 wounds on Njal, that wounds/armour allocation was surprisingly resilient for the force and the firepower which was directed into units. The same applied in combat, pick and choose was a major strength against everything barring the Tyranids who just walked over everything in massed numbers then had a bad combat and lost a massive chunk of the army to fearless wounds/combat losses - that happens when you lose a combat by 12 and the 3 units of grunts have a 6+ save...they would have had 4+ FnP as well but Njal had countered the Catalyst Casts...it's not as simple to say that it is just the Thudnerwolf lords that did all the work, far from it. They killed alot of stuff for sure, but they also didn't absorb as much firepower or attention as other units in the early game, and indeed my first kill of the tournament was by Njal and was a Rifleman Dreadnought.

The whole idea was minimum models in an army, preferably without armour. I could do it with space wolves more so then other codicies because I could also take twice as many HQ choices as other codicies. If BA's or SM's could take 4 HQ's then they'd definitely be far more playable in this style of force. If the SW's had just two I'd have to ditch the TWL's because Grimnar and Njal are so essential to the synergy across the board with the army.

I'm fiddling with other codicies and similar style lists it's more difficult then the Space Wolves but who knows I might rock up to an army with 20 or less models for Vanilla Marines or BA's (I have the models I can use is why I'd use them) or even Nids - Nids can run 13 models at 1750pts, it's heinously expensive models, and not as resilient but bloody mobile...

Also, what was it, 2 years ago now, or even 18 months ago, Ork Nob Biker armies - 12 models at 1500pts or so, that's another elite army. There are counters to them nowadays, but to say Space Wolves are the only codex able to run such a potent force is a mistake when we look at the fact that Nob Biker armies dominated the tourney scene for such a long time before people started builing in counters on a massive scale in their lists.
Auretious Taak.'s avatar

Auretious Taak. · 743 weeks ago

12 or 22 models, for Ork NBob Bikers, it's late, point is, small and horrendously powerful and mobile and resilient, and NOT Thunderwolves.
How come your comments loop like that?
Auretious Taak.'s avatar

Auretious Taak. · 743 weeks ago

Because there's a limit to how much a reply can hold text wise...at least there is for me so I had to split the text. :)

Also some comments are indeted more then others because I responded to specific people and it responded below everyting so just gotta follow down and line up, heh. :)
RecklessFable's avatar

RecklessFable · 744 weeks ago

And soon, Grey Knights, if rumors hold up!
1 reply · active 743 weeks ago
Auretious Taak's avatar

Auretious Taak · 743 weeks ago

The difference with Grey Knights, if rumours can be believed, and remember that many of the ones for Blood Angels weren't (did you see that leaked codex, boy there was some broken stuff in there!), is that Grey Knights are designed as an army for that. When we are talking about elite builds in this context, we are talking about armies which aren't designed to be small and work better in larger numbers. :)
That is one of the coolest things I have heard regarding Warhammer 40k. Pics of you models?
1 reply · active less than 1 minute ago
Auretious Taak's avatar

Auretious Taak · 744 weeks ago

Cheers man, I think it is pretty cool myself. Definitely looking forwards to playing it again (indeed it is my tourney army for the next year or so, the 1500pt list has 9 models and drops Njal so yeah different feel again there).

I don't have a camera for pics, and my computers at home are virused to the point of limited things I can do, but I'll try and arrange it with Kirby at some point.

The Terminators currently are all Space Hulk 3rd ed models which have had parts swapped all over the place to make them completely different to the SH Boxed Termies, the bikers are just subbed in models and the TWL's were borrowed and currently in the process of trying to find monstrous parts big and long enough for what I have in mind for their 'mounts'. :)
Hey man, good show yesterday in Burwood.... imagine how well you would have gone if you got that paint score happening! We are definitely due for a game buddy!
1 reply · active 744 weeks ago
Auretious Taak's avatar

Auretious Taak · 744 weeks ago

Lets say I got 20 out of 25 for paint score...it would have put me in 3rd overall...maxing paint would have hit 2nd, but that would be unlikely. So yeah, i should start spending some time continuing to build the models and start painting them.

Sunday's I am free Satmaka mostly and Friday's too currently so if up for a game at GG Burwood on a Thursday evening then I'll happily bring whatever style army you want and go from there, though the Herohammer Space Wolves I definitely need more games with and would love to see them against your orks. :)
I am a little disappointed that you didn't get 10 models even to three colours (which usually gives you quite a few points). Also I second the request for pics even if it is only at a WIP stage.

I hate seeing the mass of Space Wolf armies these days at tournaments, but after reading your list along with skimming through the batreps, you're making me want to collect a list like this, just for the hell of it.
Ha ha, good show Taak.

Now that's an elite army.
SneakyDan's avatar

SneakyDan · 744 weeks ago

So many fkn ideas running through my head. Post Inc!
1 reply · active less than 1 minute ago
Auretious Taak's avatar

Auretious Taak · 743 weeks ago

Inc?
That Space Wolves army blows my mind and I don't get how it works at all, lol. But wow does it sound amazing!
Lol.. I haven't had time to read it yet (I'm at a cafe and out of time) but Lol... :D
Congratulations on the wins, the herohammer army is pretty well designed for such a low body count.
In my playing group Wolf lords on thunderwolf mounts are not allowed to join each other (reasoning is they do not become a Thunderwolf Cavalry unit, they stay Wolf Lords), only Thunderwolf Cavalry units and Fenrissian Wolves units. How differently would you play the army in that case?
1 reply · active 743 weeks ago
Auretious Taak.'s avatar

Auretious Taak. · 743 weeks ago

Icareane,
Easiest way would be I wouldn't have them in a unit, so I'd lose a little resilience, but I'd still pair them up together mayhaps, just slight changes on the battlefield.

The other way, though I am loathe to do it as it increases body count too high for too little points spent, is to take 2 Fenrisian wolves each, that way I'd have ablative wounds against shots that would Instant death the Warrior Born Lord, or just to absorb high AP shots that force me back onto my Invulnerable save.

I think a more interesting question is how would I run the list if i could only take 2 HQ units as opposed to the full 4 allowed by the Space Wolf Codex...then things become interestig as there are so many options...
Thanks for the reply.
antique_nova's avatar

antique_nova · 743 weeks ago

taak hasnt faced a balanced list yet. a proper competitive balanced list. hey taak. come over to england so i can slap that list silly :P
Why can't you run 2x Wolf Lords together Icareane? It is clear in the rules you can if you want to.

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