Wednesday, 27 July 2016

Getting started with 40K - the financial cost of Space Marines (Part 2)

Following on from my first post on this topic, I would now like to discuss some of the newer formations available to Marine players, which are generally seen as being both more characterful and more competitive, as they encourage different play-styles and types of army, but also unlock particular special rules and rules combos.

Some of these formations are available in the Space Marine codex, whilst others can be found in the Angels of Death supplement, which collates and updates formations from various other earlier supplements and even a previously limited edition datasheet - the infamous Skyhammer Annihilation Force.


Remember that formations may be taken as stand-alone forces in their own right, which could be your whole army or serve as a bolt-on to another formation or army.  There are a couple of formations in the codex that start at around the £50 mark to start with (Reclusiam Command Squad, 10th Company and even the Librarius Conclave).  However, whilst these are potentially battleforged armies in their own right, they are best taken as part of a Gladius Strike Force (P112 in the codex).

This special type of detachment is commonly-known as a Decurion-style detachment, as it was first introduced in the Necron codex under that name.  Unusually, these are detachments made up of other formations of units, rather than individual units.  Typically, there is a minimum requirement of a core formation alongside one or more auxiliary formations. Command formations are also available.

For Space Marines the Battle Demi-Company is the basic core formation around which the Gladius is built.  The minimum requirement for this is a Captain or Chaplain, 3 Tactical Squads, an Assault element (Assault Squad, a choice of bikes, Landspeeders or Assault Centurions) and a Devastator element (a traditional Devastator Squad or the newer Devastator Centurions), as well as options for Dreadnought and a Command Squad.  Whilst this gives a decent selection of options already, the minimum price of this is around the £100 mark.  3x£25 Tactical Squad boxes will give you just about enough marines to field minimum-sized squads for all of these slots, if you get creative and make a Captain and your assault and devastator marines using the respectable range of weapon options available.  Purists would argue that Marines should always be fielded in squads of 10, but units of 5 are perfectly legal.  Your next purchase should then be the versatile Devastator (£28) kit, followed by either a unit of Bikes, a Landspeeder or an Assault Squad (£15-£20).  The Devastator squad is particularly useful, as it contains lots of heavy weapon choices to spread around your tactical squads. (You might want to keep an eye out for the discontinued Demi-Company box, with all the options for £135)


Your next decision is which auxiliary formation to go for as the minimum for a Gladius.  In order of  basic cost, these are roughly:
10th Company (£45)
1st Company (£75)
Suppression Force (£90)
Armoured Task Force (£105 if you convert a Techmarine from a Rhino gunner)
Stormwing (£116)
Anti-Air Defence Force (£120 or cheaper if you convert a Rhino with a spare weapon)
Centurion Siegebreaker Cohort (£133)
Land raider Spearhead (£135)
Strike Force Ultra (£253)

Each of this choices will change the flavour of your army and should give you some fun games with a good variety of units.

The first benefit of a Demi-Company is that each unit in it gains Objective Secured, which is very useful in objective-based games.  The doctrines are also handy in the right situation, but you do need to remember to call them at the correct time.  Where the Gladius becomes really powerful and a headache for your opponent is with two Demi-Companies, when you can then take basic Dedicated Transports at no extra points-cost, all of which also have Objective Secured.  The cost in hard currency of this is potentially even scarier.  First off, you clearly need to spend double your initial outlay to get two Demi-Companies.  The transports then cost £22.50 (Rhino or Drop Pod) or £25 (Razorback) each and you could potentially get up to 14 of these.

I had intended to go into some of the formations in Angels of Death here, but I think that is best left for another post.

Tuesday, 31 May 2016

Getting started with 40k - the financial cost of Space Marines (Part 1)

In Part 1 of 2 I will run through a couple of options to consider if either you or your child are curious about Warhammer 40k and you don't know where to start.  The prices are GBP, but I'm sure you can convert if needed.

I have always had an interest in getting new players into the hobby.  Having run a school club for a number of years, parents have often asked me how much it costs to get started with a basic army.  Some have even asked how much a good army costs.  I have always been open with them that this is not the cheapest hobby ever.  It is also well-known that GW is a model company, which exists primarily to sell models.  I also always add that the hobby compares well in terms of cost against the more prevalent games consoles, whilst also promoting more creativity, problem-solving and social skills.

First off, a few bits of advice.  To start with, don't get carried away too soon.  I have seen parents enthusiastically buy boxes and boxes of models, only for the little one to get bored before they finish their first squad and it all ends up gathering dust.  The hobby is not for everyone and requires patience to build, paint and then play every model.  Secondly, book an intro session at your local gaming store, where they can hopefully make their first model and start learning how to play.  If they like it then, you will need to take them back a few times to learn more and more rules.  (This never ends.)  Ideally, take one of their friends along, so they learn together and have someone to play against.

How much you spend on glue and paint is up to you.  GW will try to sell you their own hobby supplies, but there are cheaper options available for brushes, plastic glue and so on, especially if you plan on doing this all at home.  A decent set of clippers is a good idea, with the right supervision of course.  Halfords and Wilko do decent spray primers for a fraction of GW prices, but 4 pots of GW paints for just over £10 is a good start.  Leadbelcher metallic paint for the guns, a skin colour for any bare heads, another colour for the armour depending on your chosen chapter and then a colour for the base - I like Zandri Dust.

The Dark Vengeance box is an excellent entry point for the game itself.  £65 for a handy rulebook, 2 armies to split with the friend and some other gaming tools (including dice) is very good value.  The main limitation is that you may not be interested in Dark Angels or Chaos as forces.  Whilst DA are at least mid-tier in terms of competitiveness, Chaos is currently desperately in need of an update - hopefully soon.  One possible option is to combine the two forces into a Fallen army, representing former DA who have succumbed to the lure of Chaos.

Alternatively many players are quite happy to paint the DA models as whatever Marine chapter they like.  However, this does depend on the player's level of OCD, as some can't cope with anything but the 'official' colour schemes.  This will help determine which codex to get next.  This will take the overall spend to £100.

The codex gives a more detailed description of the full range of units available to the army and is essential for writing army lists and understanding how the army plays.  As stated above, I would avoid Chaos for now and go for either DA or so-called 'vanilla' Space Marines.  

 

If you avoid DV and grab a mini 7th Edition rulebook on eBay for around £20 (don't get the hefty £50 hardbacks), you could instead spend £40 on a Tactical Squad and a Commander for a legal, playable army of 2x5-man squads and a leader.  This is the traditional 1 HQ and 2 Troops choices for a Combined Arms Detachment (CAD).  However, I would suggest the Start Collecting! Space Marines box for £50, which also gives you a Venerable Dreadnought (normally £28) for an extra tenner.  The box also contains a formation data sheet, which means it is also a legal army in its own right.  Or you could include the Dread in your CAD too.


GW has introduced the 'Unbound' option to players, which basically means you can use whichever units you have in your army.  This seems specifically designed to help new players with a more limited selection of random figures to be able to play.  However, many of the formations and detachments available tend to have much better rules for a similar price.

In Part 2 I will look at how much it costs to start fielding some of the more competitive formations now available to Marine players.


Sunday, 24 April 2016

Skyhammer Annihilation Force - first play vs Necrons

Now that the Angels of Death supplement has been released, the previously-limited edition Skyhammer Annihilation Force formation will be fielded a lot more. (That is once GW prints more copies...)



I played a 1500 pts campaign game vs Tim's Necron Decurion with extra Wraiths and Destroyers this week.  Having not touched my Howling Griffons for a while, I thought this would be a good chance to use my grav devastators.  As it happened, I only have 6, so took 2 multi-meltas as well.  My primary detachment was supposed to be DA, so I took a couple of Attack Squadrons, with one of the Ravening sergeants as warlord.

The game was maelstrom, starting with 6 cards then decreasing.  Deployment was short edges.

I set up first and Tim failed to seize.  I knew that this was where the formation needed to do its stuff, so also called Ultramarine devastator doctrines, which would allow me to re-roll hits, as well as having grav-amps to re-roll wounds.  I decided to combat squad all the dev and assault squads to mitigate any bad scatter and force Tim to prioritise targets more.  My own priority was his Canoptek Spyders, as I knew they were key to keeping his wraiths alive.  I dropped the jump marines in first (losing one to terrain) as I knew the drop pods are better at squeezing between units.  My units came down in pretty good positions, but with the narrow table width, I would be in range of lots of his guns next turn.  As it was, I did manage to kill both Spyders with graviton, but we only later realised a genuine mistake with reanimation. The Spyders can only activate this in their movement phase, so don't get it if their opponent goes first.  Tim still took his RP rolls, but rather than re-winding a whole turn, which had already taken a long time, we just continued the game.  This meant however, that I was not able to limit the overwatch against my assault marines as much as I had wanted, so for example only one made it into combat vs the Overlord's unit of Warriors.  My plan had been to tie up more warriors in combat and so stop them shooting.  I did rack up an early lead in VPs, including first blood, but then of course the retribution was brutal and my army quickly started to suffer.

Fast-forwarding to the result, we had to call the game due to time at the end of Turn 3.  We were then both tied on 6 VPs each, so settled on a draw.  However, I only had 4 units left, with just one or two models in each.  Tim's army was still about two-thirds intact.

The Skyhammer Annihilation Force certainly makes an impact, but in a 1500 pt game, it was about 70% of my whole army.  Even with the RP issue, I did not make enough of a dent to take the pressure of the rest of my list.  However, it was a very eventful game with plenty of tactical options, with many units 'up close and personal'.

I definitely intend to give it another go in a future game.  Any tips on strategy would be appreciated.

EDIT: Tim's deployment was also excellent (my word not his), as his units did a very good job of bubble-wrapping each other, leaving me no space to drop in between. My choices were either at the back of the board or right in front of his gun line. I went for the latter.
Thanks for the reminder Tim.

Thursday, 31 March 2016

Dark Angels and Imperial Knight vs Nids 1400pts

My Guardians of the Covenant played a 1400 point game vs Luke's Nids this week.

As well as my Knight Warden, I wanted to field my new Dark Talon, so I went for a mixed Ravenwing and Deathwing list, instead of the usual Demi-Company etc.

We drew the maelstrom mission where both players can score any numbered objectives drawn.

Luke has the obligatory flying tyrant with a hive crone. His only other synapse was a unit of zoanthropes, but he did have a toxicrene and a tyrannofex, as well as hormagants and gargoyles.


In the end I wasted the Dark Talon trying to ground the tyrant with the hurricane bolters, but it kept passing any tests it had to make before regenerating any wounds. Of course my talon then get shot down before I got to try the stasis bomb or rift cannon. Next time then..

My other main hope for killing stuff was the Knight. It did manage to remove the toxicrene, but the Luke quickly whittled down its hull points before the Hive Crone performed a spectacular kamikaze dive to remove the last hull point. The explosion, which finished off the Crone and a whole unit of my terminators, was survived by a surprised-looking gargoyle.

I still managed to keep racking up points, including most of Luke's cards. In the end I won 14-9, but was closed to being tabled, with my warlord terminator librarian on one wound and a Techmarine both cowering in a ruin when the game ended to my relief Turn 6. Luke's tyrant, zoanthropes, hormagants and tyrannofex were still virtually unscathed.

I love close, eventful games like that. Thanks Luke!

Sunday, 28 February 2016

40k Knight Warden with Dark Angels.

It has been a while since I posted anything, for which I apologise.  Life has been busy, with starting a new job, a longer commute and a much-needed break in the States.  I have still been playing most Mondays at Club in a couple of campaigns and have managed to get models built, despite my traditional winter hiatus in modelling with the dark nights putting my shed largely out of action.

I treated myself to an Imperial Knight when I got the new job in October and recently pushed myself to get it tabletop ready. It is still WiP, but some transfers and finishing off the base should do the job.


I was worried about the Knight costing me VPs, but in a 1275pt campaign game last week he only lost 1HP as my opponent focused on the maelstrom mission rather than my super-heavy. In the end however my mobile Ravenwing were able to immobilise his Ironclad and score more points.  The Knight then rolled up his Ultramarines down my right flank and ended up destroying his Land Raider in combat. I was a little disappointed there was then no other unit in range to throw it at with the Thunderstrike gauntlet. I did feel a little bad using the Knight, as my opponent hadn't played one before, but I did expect it to die sooner.


I did suggest to him afterwards that he definitely needs more melta and grav in his army.

Next up I will continue work on my Guardians of the Covenant, but am also looking forward to getting the updated Ghaz book, so I can field my Orks again, now in a decurion.

Saturday, 5 September 2015

Dark Angels Hammer of Caliban - lessons learned

After my last game I was feeling very confident about my DA , but knew I would be in for a tough test against Oli a couple of days later.  He has a notoriously tricksy and mobile DE list with lots of skimmers, poison and lances.  Having tried out a Ravenwing list, I want to trial a Greenwing army myself, so went for a Demi-Company with a Hammer of Caliban, consisting of a Land Raider Redeemer and 3 Vindicators.  I had to proxy a few models from other armies and de-chaosify another part-built Vindicator I had picked up somewhere along the line.  (Don't tell the Inner Circle...)

To summarise, I did everything wrong in this game.  I managed to box in my killer formation and struggled to manoeuvre the raider and other tank through a very narrow gap.  Once I finally lined up a shot it, it scattered and failed to kill off anything.  I only managed to get off the one Apocalyptic Blast, before Oli destroyed one of the 3 vindicators, thus preventing any more apoc shots.  After this, firing 2 demolisher shots proved to be overkill on their targets, so I ended up ramming Oli's skimmers instead.


We were playing the maelstrom mission where you generate cards based on how many objectives you control.  Oli's mobility made it very hard for me to keep hold of many markers and the cards I drew were often useless.  Kill a psyker is not easy to score against pure DE, for example.  Oli on the other hand, pulled out multiples of the same objective he was holding comfortably.  Don't get me wrong.  I have always thought maelstrom is one of the best things about 7th Edition 40K, but this game got a bit frustrating.

Towards the end of the match I charged out of the Land Raider, which was on its last HP, with a tac squad, tech marine and company master at 3 separate targets.  The tac squad failed its charge and the 2 characters both whiffed in combat against a venom and a raider.  The tech marine with 4 servo-arm attacks on the charge was particularly disappointing.  Of course, these were all shot to pieces in the next turn, which left me with little more to do than perch my remaining vindicator on top of a wrecked comrade, just to get line of sight.  This actually killed a ravager, but skylined my tank nicely in the last turn.



The final score was an impressive 24-0 whitewash for Oli!

I made the mistake of putting too many units into one formation.  The formation by itself came to 740/1500, and I also put the company master and a tac squad in the land raider too.  This left my other minimal units struggling to make a scratch.  My planning before the game was to deny Oli jink saves with flamers and the apoc blast, which also ignored cover.  Whilst the Redeemer toasted the passengers of a venom very nicely, this was not enough.  I had forgotten my own guideline of 'boys before toys' I tell any new Ork players.  A squadron of vindicators would be more viable without the land raider and tech marine needed for this formation.  This  might mean I would take a CAD below 1500 points.

I am starting in a map based campaign soon, which begins at 1000 points.  I already have quite a few options of built models from which to choose, as I decide my first list for this competition.

Monday, 31 August 2015

Dark Angels vs UM 1500 pts

Having been building my Dark Angels army for most of the summer, I decided I really needed to get on with painting them and playing some games.  The wet weather has restricted the spraying and painting a bit, but I managed to play a game against Wiggy earlier.

We decided on a 1500 point game and rolled up the basic Maelstrom mission - Cleanse and Control.

Wiggy's army was a couple of units of scouts including Telion, missile devastators, a land speeder storm, a stormtalon and 3 drop pods containing 3 devastator centurions with level 2 librarian, an ironclad dreadnought and a tactical squad.

As I knew he would bring the CentStar I fielded a Ravenwing Support Squadron, as well as one each of the Ravenwing and Deathwing detachments.  I felt a bit bad using the support squadron, as Wiggy did not realise what the Interceptor rule did when I showed him the datasheet.  At the start of the game I just deployed the squadron and was happy for him to go first.  He took the bait and duly dropped in the centurions and the ironclad right by my unit, only for the plasma storm battery, multi-meltas and assault cannons to wipe out his deathstar as soon as they disembarked.  I got first blood and warlord in the first phase of his turn. That formation is a very hard counter to that particular deathstar.  It could be a very useful ally in many Imperial forces.

To be fair to Wiggy, he did not throw in the towel, but kept focusing on the maelstrom objectives to try and level up the game.  Unfortunately he never really recovered from the early setback, with the score at 9-14 in my favour when the game ended after Turn 5.


We both made some silly mistakes, like my terminators straying too close to a grav squad after they had managed to beat the Ironclad in combat.  I also allowed Sableclaw to be assaulted by two different units of scouts, which was careless and cost me Warlord.  However, this is a new army for me, which is subtly different from my Howling Griffons.  I need to get used to the DA rules, especially things like Stubborn.  Markers for jinking and having fired interceptor shots would be very handy.  I also need to practise with the central interaction between the Ravenwing and Deathwing, so the units come on at the right time in the best places. Reliable reserves is very useful, however.

I was obviously pleased with killing his key unit early doors, but I don't expect to get away with that trick too often.  I was also happy with smaller things like the Power Lance on one of the Ravenwing Sergeants, which is a weapon I have not really seen used before.  Strangely, I have never used a Typhoon Launcher before either, but I think I will definitely include more of these with my Guardians of the Covenant.