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Showing posts with label GWvsJohn. Show all posts
Showing posts with label GWvsJohn. Show all posts

Wednesday, October 26, 2011

GWvsJohn talks Roleplaying


As the great Stepen Lynch once said, "I've got my twelve sided dice and I'm ready to roll." Like many of you I imagine, I found the recent post on the fluffier side of the 41st millennium to be inspiring. Coupled with the excellent new 40k RPGs over the past few years, there can be only one... conclusion. It's time to roleplay.

Obviously the ideal way to play would be live, around a table. For many of us with jobs and wives and maybe even children (the horror) this really isn't possible. After that would be live online, either voice or text based. Again, with jobs and the fact that the 3++ community is worldwide, this isn't really possible. That leaves only one option, the last resort for a desperate roleplayer, a play-by-post game.

To get to the point, I'd like to put together a play-by-post or play-by-email (or use a google group which combines both) game using one of the new 40k RPGs. Who is with me?

Monday, October 24, 2011

GWvsJohn talks Chaos: Noise Marines

Ruinous Powers

Our uncompromising march through the tolerable options in Codex: Chaos Space Marines continues with a popular, but often misunderstood choice, the Noise Marines. The Emperor's Children are one of the coolest legions. Noise Marines have awesome fluff. They have traditionally had cool minis. Overall, there are a lot of reasons to like the noise boys. However, there are just as many reasons to dislike them. The Noise Marines might be the perfect example of why the Chaos Space Marines not only need a new codex, they need an entire redesign.

Wednesday, September 28, 2011

GWvsJohn talks Chaos: e-mailed list

Black Matt


So i'm looking through the C:CSM book, and I had a couple good ideas for lists. Looking at the abominable prices and weapon load-out options, it seems that C:CSM either wants to get really close and melta everything to death (combis on lords, x5 melta on havocs, x2 melta on every squad of CSM, x2 melta on a couple raptor squads, and then either oblits/havocks) and pray that the enemy has no CC ability, or it wants to get close and stick a couple units (HQ and termies) into cc and hope for the best.

I tried to take a middle of the road approach, that involved building lists that use mechanization to get close, and then launch assaults on subsequent turns. The idea is to move LR/Rhinos/Preds foward, with Raptors behind them to keep them out of LoS. And the Chaos Lord rides with someone close to the front. Get within melta range, and go crazy. Then assault whats left until dead. Rinse, and repeat. I went with slaneesh marks on the CC units so they would always go first in CC. What do you think of the two lists? How would you improve them?

Thursday, September 8, 2011

GWvsJohn talks Chaos: Plague Marines

Averuns in Miniature
Now it's time to look at the forum fanboys' favorite unit the Plague Marines. If you aren't too familiar with the Chaos Codex, you might be rubbing your eyes. No, you aren't being deceived. This is an actual good unit in the CSM book. Now you're probably thinking, "But GWvsJohn, surely a codex with a good troops choice, can't be that bad, right?" Alas, the codex actually is that bad despite the wonderfully purulent sons of Mortarion. Let's go into the pros and cons of the unit, why it can't save the CSM codex, and how (and how not) and when to use the boys in green.

Friday, August 26, 2011

GWvsJohn talks Chaos: Chaos Space Marines




Our review continues with that most basic building block of the Chaos Space Marine army, the Chaos Space Marine because, as Abuse said "the important part of a Rhino is what's inside it, and in the case of the CSM book, what's inside it is generally stinky poop. :P" (Although, part of my point in the Rhino review was that this statement is less true for CSM than vanilla.) Before we get into the meat of how to best utilize our traitors and renegades, let's get the elephant in the room out in the open. The basic Chaos Space Marine Squad is worse than the basic squad of any loyalist chapter. (For full disclosure purposes, I didn't double check my Black Templar and Dark Angel codexes this morning, so I can't be 100% on those two books :) ). And They Shall Know No Fear is a game-altering-ly powerful special rule. Loyalist marines are never out of the fight until the last man is dead. Your opponent MUST expend resources to dog them off the board or else that single tactical will regroup right on an objective or the valiant sgt will regroup to stand right in the way or a game-winning charge or the lonely missile launcher will regroup to pop that vehicle you were about to contest an objective with. Don't ever forget what a gift the Emperor has given you, you silly loyalists. In exchange, Chaos Marines get a chainsword and +1 Ld. Um, thanks?

Wednesday, August 24, 2011

GWvsJohn talks Chaos: Chaos Rhino



The "serious business" Chaos Codex review begins with the one unit in the book that is outright better than it's vanilla counterpart, the Rhino. I don't think I need to go into the benefits of "meching up" on this site (Kirby et al have explained far more eloquently than I care to). I also don't think I need to go into the specifics tactics of using transports (spoiler aler, it involves trains, V formations and 1" gaps). You'll have to trust me when I say that you want to bring transports if you can, and the humble Rhino is all the Chaos Space Marines get. What I will discuss is why the CSM Rhino is superior to the vanilla Rhino and how you should be bringing yours.

Saturday, August 20, 2011

GWvsJohn talks Chaos: the Basics



I just need to accept it. The only 40k army I care about is Chaos Space Marines. And frankly, can you blame me? Horus, traitoris extremis, the Long War, 10,000 year old blood soaked reavers, plus the power armor and bolt guns that make the 40k universe run. Chaos Space Marines are bad ass. They're the army I most enjoy playing, so I'm going to play them. However, I also like to win. This creates a conundrum as according to the interwebs, CSM are le suck. This is not acceptable. We need to find a way to fix it or work around it. So, we're going to shift focus on the Chaos Codex review and try to work on building a competitive CSM force. As much fun as it is to make fun of Fabius Bile and the Thousand Sons, I will be reviewing only viable options until we exhaust all of them. The focus will be on how these units fit into a competitive army. This post will lay down the basics on how to build a competitive army in general with a leaning toward my beloved traitors.

Wednesday, July 27, 2011

Vassal Battle Report: Grey Knights vs Blood Angel Jumpers (Bloodhammer)


So GWvsJohn decided to play a game in practice for the Vassal league. I decided to play him because it's my day off and I need more practice with my GK (do I ever)! We rolled up regular BRB missions since that is what is being used in my next couple of tournaments + the Ladder and got C&C + Dawn of War. We laughed as I predicted this and so went with Seize Ground + Dawn of War with 4 objectives. The objectives all ended up placed on one side and that is where the game was fought.

I won the roll-of and gave GWvsJohn the first turn. This allows him to be more aggressive but lets me have more options for objective taking near end game and I was confident in my ability to slow his ASM advanve with my tanks. The lists were as follows:

Friday, July 22, 2011

GWvsJohn revisits Vulkan


The biggest change during my absence seems to be the explosion of mixed-mech forces. Let's call it the "Hybrid Revolution." I can see a few reasons for this. First, the newest books (GK, DE and BA) all do hybrid very well. Second a lot of armies can get relatively cheap access to large volume s7 and s8 shooting. If you rely too heavily on light/medium mech for your firepower and mobility, these armies can smoke you. Finally, mixed-mech is fun. Everyone enjoys putting guys on the table and only doing so after your Rhino gets exploded isn't quite as fun. Added to the fact that a lot of the more competitive "older" books could already do hybrid well (Tau, IG, SW), it now seems like everyone is bringing a mixed army to the table.

The book that this revolution most affected is everyone's favorite, the rock upon which all other codexes are built, the driving force of GW's corporate machine, the good old Space Marines. In this new age, the "standard" fighting block for the boys in blue is now 10 man Tactical plus rhino paired with small Devastator plus rhino. I can see the benefit. You gain toughness and mobility for your scoring by splitting them into 2 rhinos and the Devs bring 4 heavies that can't be shut down with 1 shot as easily as a tank. The most common loadout seems to be combat squad with melta/combi-melta in 1 rhino, combat squad with ML or MM in the other rhino and 5 Devs with 4 ML. Despire my deep seeded hatred of codex Devs, I kinda like it. I'm not sure it's better than the old standby of 10 Tacs with MM, flamer or melta and combi-melta in a rhino supported by a dakka pred, but hybrid is the new black so we evolve.

Sunday, June 26, 2011

GWvsJohn Strikes Back: Building Dark Eldar, Part 1




Did you miss me? I've worked like a million hours since my last post, but finally work is slowing down a bit, so I can squeeze in some 40k. When we last left, I was all in on the Dark Eldar, so we'll pick up there. Let's see what's been going on in the 40k-verse since then. Umm, wtf? Hybrid is the new mech? Combat squadding? Foot vanilla Devs? Blood Lance got the nerf-stick? Bols is my new bestie and Stelek is my foe? Master Pink, what a terrible situation you have dropped me into. How shall I ever navigate this brave new world? Let's find out together.

Tuesday, January 4, 2011

GWvsJohn makes a list: Drop Hammer!



So I’ve been underwhelmed by the Dark Eldar in my Vassal test games. Don’t get me wrong, I think the book is firmly in the “very competitive” category. They just aren’t working for me. Units I’m not too keen on like Wyches and Ravagers seem very good and the units I love like Archons and Voidravens aren’t quite l33t. I think it might be time to move on.

Consumed by wanderlust, I’ve been thinking about lists that might appeal to me. I keep getting drawn to the Blood Angels. Why you ask? Before we get into the appealing lists, there are a few “bonus” points for the Blood Angels. Little known fact: they were my first army. The old Death Company box set was the first thing I ever bought for 40k, even before the 2nd ed box set. I borrowed some crappy paints from my friend’s older brother (a veteran RT player who quit before 2nd ed) and slapped some glossy black with red X’s on them. Sadly, that might be the last full unit I painted. Second they have the “fluff” I like. I really want to play a non-first founding chapter with a known history, but not too many details, with a paint scheme I like and might be able to master. Blood Angels actually have a few, but the Flesh Tearers are my guys. Such a cool chapter. Anyway, let’s come up with a new list.

Thursday, December 2, 2010

GWvsJohn's mailbag: Foot Marines, Terrible idea?






Hello guys.

I assume you get a lot of emails regarding army lists, I'm quite new to warhammer, I've been playing for less than a month so far. First I started trying to get a flamer-based Salamander army but it never worked out, especially against swarms. Now I'm trying what might be a very stupid idea, but I want your opinions and above all tips:

The idea of this army is to deliver a lot of firepower even on the first turn without HAVING to move any units on the first turn.

Here's the list:
2 x Devastator x 6, 4 Missile Laun (166 x 2) = 332
1 x Devastator x 8, 2 Lascan, 1 Missile Laun (223 x 1) = 223
2 x Sternguard x 10, 2 Plasma Can, 1 Power Fist (295 x 2) = 590
Pedro Kantor (175)
2 x Tactical x 5 (90 x 2) = 180

Monday, November 22, 2010

GWvsJohn's mailbag: Biker Hyrbid



Hi GWvsJohn,

Not sure you if take such requests but I have a list I have been playing successfully in my local scene but since kicking up the competition I am in need of some tweaking. I was hoping you would have a minute (and the desire to) give me some feedback. I mainly play vanilla marines (painted as crimson fists) The list I have been running is:

Captain on bike w/ Relic Blade, SS, digital weapons

10 man tac w/ MG, ML, in Rhino
10 man tac w/ MG, ML, in Rhino
4 Bikers w/ 2 MG + 1 MM attack Bike
4 Bikers w/ 2 MG + 1 MM attack Bike

Sunday, November 14, 2010

GWvsJohn talks Chaos: the Possessed



I think I'm going to hold of on DE until we start the "official" 3++ review. I also had a request to continue my CSM review, and I'm a sucker for requests. So let's continue.

Many at GW still pine for the good old days of Rogue Trader when every unit had 5 special rules and you needed about 14 tables (to roll randomly on) to make any sort of character, especially a Chaos champion. I'm sure the game was much more relaxed back then and probably more fun when everyone was playing for, well, fun. Somehow this got translated in random = fun. That was never true, and it's especially not true today. The game has evolved, and "modern" players want a more polished product. (As an aside, this is true for other games as well. In the original AD&D, your ability score rolles basically determined your class, in 4e D&D, I think the Player's Handbook gives you an electric shock if you try to roll stats rather than points-buy) Some of this random garbage carries over into 5e. There are two armies that bear the brunt of this anachronism more than the rest, Orks and Chaos Space Marines. Where were we? Oh right, Possessed.

Possessed Chaos Space Marines... Awesome fluff. Awesome models. Should be an iconic unit for the CSM army. But something went horribly wrong. Someone decided to add a random table. Great idea,... NOT. Way to let the past ruin the present GW. Keep up the good work. Let's see what we actually get.

Friday, November 12, 2010

GWvsJohn's Guide to Space Marines


Despite being the oldest 5e codex, it seems the Vanilla Marine Codex is still poorly understood. There still seem to be a lot of posts/emails asking for advice on a list (in a competitive environment only, stand down fluff-wolverines) that just seems to ignore all the good advice about Vanilla Marines. Let's get a few things straight. The Vanilla Codex is a very competitive codex. Even in the post-Wolf world, the Ultras can, and do, win tournaments. It's also a very good codex. It has competitive choices in every slot. It allows you to bring a wide variety of lists and still compete. I think this last point is where people slip up. The Vanilla Codex does NOT have variety in a very straightforward way. Once you start building your list, most of your choices are pretty straightforward. Where the Vanilla book shines is before you start building your list. I think this book can bring the widest variety of lists of any book. It can do: Rock (doube TH/SS Raiders), pure Mech (traditional "Best Of" style lists), MSU mech (razorspam), Drop Pod (6 Dreads/5 other), "foot" (Bikers), Biker/Rock (Bikers with TH/SS Raiders), Biker/Mech (Bikers with Dreads), hybrid (Thundergate/bubble lists). I don't think any other book can cover that wide an interest base. What can't it do? Pure foot, but no one really can except Loganwing. Jumpers, of any sort, let alone pure Jumpers. I'm not sure what else there is in army theme (Pleae let me know if I missed something)

FA/HS is really where you have wiggle room. Express yourself in your Speeder/Pred ratio and loadout. Make your army unique :)

Pretty straightforward. The big choice for Vanilla Marines is what army-type to bring. After that, the list writes itself. Class dismissed.

For lulz, I posted this on Warseer. Let's see what response it gets. (author's note: it appears the forum-heads are simply blind to good advice. They literally can't read it)

Saturday, October 23, 2010

GWvsJohn talks Dark Eldar: Bonus Round


Don't have time to write a full review post, but I wanted to get some things I've been pondering out there. Before we start, what do people want for my next review? Elites, FA, HS or Special Characters? Any particular units you wanna hear me ramble about? Let me know in the comments.

So, onto the article. I played a small 1000 point tester on Vassal yesterday and have also been reading any DE thoughts I can find in the blog-o-sphere (even BoLS, the horror). I want to point out VT2's amazing "meta" post, which I'm sure you all have read, but you should read it again. I've come to the following realizations:

Venoms are good, like really good. 12 4+ poison at 36" is amazing. That will force, on average, 4 saves on ANY unit in the game. 2 Venoms will, on average, force a Ld check on a marine squad every turn, at 36" range. That's just sick.

I think Wracks should always be run as a 5 man unit. The fact that they start with a pain token and they get 1 per 5 special means that 2x5 Wracks > 1x10 Wracks. Split into 2 squads, you can donate a pain token to your Archon, bring 2 transports (both of which are very good, and appropriately priced) and still have your T4, FNP squad to camp objectives.

Taking the first 2 points, I think 5 Wracks, Liquifier Gun, Venom, extra Splinter Cannon will be a staple in most competitive DE builds. 125 points for a T4 scoring unit, a free pain token and amazing anti-troop firepower at range and up close. 2 of these squads sitting in your backfield add so much to an army it's ridiculous.

I've changed my mind on the Warrior heavy debate. It's Cannon all the time, every time. Being able to double tap from the "safety" of your Raider is really, really good. Warriors are not a backfield unit (see above for your camper squad). They want to get into midfield and start dropping 20 4+ poison shots while moving 6" and also firing a Dark lance. I'd still always bring the Blaster because a) sometimes you only have hard targets b) it IDs T4 and c) the Shredder is really bad.

Friday, October 22, 2010

GWvsJohn talks Dark Eldar: HQ, part 2




Part 2 of my HQ review. I'll finish up the mundane options here. I haven't dug too deep into the Special Characters yet as in general I'm not a huge SC fan. I'll probably do a post or two on them at the end. Let's start by finishing up the Archon with his "retinue."

The Court of the Archon
The most important thing about this unit is that they are not a true Retinue. As such, the Archon can be singled out in combat, which is probably a good thing for game balance. The Court has 4 options and you have to bring one of each.

Tuesday, October 19, 2010

GWvsJohn talks Dark Eldar: HQ, part 1, the Archon


Deep down, despite all our talk of utility and FOC swapping, we all want a killy HQ. The Dark Eldar are lucky enough to actually have one. The problem with most CC HQ choices is cost and while an Archon will usually get above 100 points, he starts cheap and his upgrades are appropriately priced (ie, if you pay a lot, you get a lot). Let's start with stats. I7 is amazing. With his plasma grenades, you'll be striking first against almost everyone, which is very important for a T3 character. WS7 means he hits on 3+ most of the time and unlike many HQ, he can actually make good use of that crazy BS7. S3 is garbage, but he has many ways to ignore or mitigate it. W3 is standard HQ stuff and 4 base attacks is ok, but not amazing. 5+ save is terrible, but he's a Dark Eldar, it's sorta their thing.

As for upgrades, he has a ton of choices and, amazingly, I think every single one is (almost) a viable option. I'll run through each as they appear in the book and give a quick opinion, then gives some sample builds/recommendations.

Venom blade - cheap 2+ poison can be a very, very good choice. Yes, it means no power weapon, but it makes your S3 go away and you terrify MC. I like it a lot.

Blast pistol - a very decent pistol. The +1A for extra CCW is tempting, but there are better shooting options.
Power weapon - the worst choice. For 5 points more, you get an Agonizer. 4+ "poison" is worth 5 points on a power weapon.

Blaster - seriously? A real Blaster? Umm, yes please? Take it every time. The equivalent option would be a SM captain with a meltagun. If that option existed, we'd probably see more SM captains.
Agonizer - same as before and still an excellent choice.

Friday, October 15, 2010

GWvsJohn talks Dark Eldar: Troops, part 2




One of the best things about the 5e codices (codexes?) is that the GW writers seem to finally understand what players want. I think what most players want is to field an army that is fun, competitive but also feels unique. One of the best ways GW has managed to do this is with the FOC switch characters. The Dark Eldar start with two cool, but rather straightforward troop options. However, with a little investment, you really have 4 options. This post will examine the two alternate troops and their unlock characters. Let's start with Haemonculus/Wracks

Haemonculus

The Dark Eldar have one of the better killy HQ options in the Archon, but in 5e, HQ is all about utility and the Haemonculus is the utility HQ. First, he unlocks Wracks as Troops which we'll examine in a second, but here's a spoiler, it's good. Second, he brings a "free" pain token to a unit of your choice (remember, IC can take and leave pain tokens as they join and leave units most of the time). Finally, he has access to some exotic wargear you can't get anywhere else. Oh, as a bonus, you can have 3 in one slot. I think you'll see at least one Haemonculus in any non Alpha Strike or Bust (Vect plus the Baron) list.

Thursday, October 7, 2010

GWvsJohn talks Space Wolves



Brent in the chat wanted a non-Logan foot Wolf list. Here's my best effort. Lacks a lot of shooting (5 cyclones) compared to a Logan list, but brings a lot more CC punch.

1 Wolf Lord in Power Armour @ 250 pts (Runic Armour; Thunderwolf Mount; Fenrisian Wolf; Power Fist x1; Storm Shield x1; Rending in CC only; Saga of the Beastslayer)
2 Fenrisian Wolf (Unit Type: Beasts; Vicious claws and fangs; Counter-attack)

1 Rune Priest in Power Armour @ 110 pts (Chooser of the Slain; Living Lightning; Tempest's Wrath)

5 Wolf Scouts Pack @ 85 pts (Meltagun)

5 Wolf Scouts Pack @ 85 pts (Meltagun)

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