Friday, June 6, 2014


Alright, let’s talk invisibility.

There are a lot of people complaining and upset about how powerful invisibility is.

Well, it is not much worse than Fortune. A bolter has a 3.7% chance of killing a Jetbike with Fortune, and a 2.7% chance with Invisibility.

Fortune is responsible for the great evils of 6th edition of Seer Councils and Beast Stars, but no one talked about banning it, or modifying it. I guess it was grandfathered in because it has been around for years so no one took a critical look at it.

Invisibility is new so now everyone is up in arms about it, but is it much different than what we already have? The only difference is that all armies (other than Tyranids of course ;) have access to it and not just Eldar. I find it also funny that a unit with invisibility  is one of the best ways you can counter Jetseers and Beaststars, and any other type of deathstars.  

Not to mention that psychic powers are much different in 7th edition. They are much harder to get off, you can perils yourself to death quite easily, and you have a chance to Deny the Witch on Blessings.

So is invisibility really that broken?

Thursday, February 13, 2014

Blackmoor goes to the LVO rocking 1750 points of Tyranids





Well, back in the day I was quite the Bat Rep maker. I would go to all of my GTs and take a ton of pictures and write detailed battle reports. I have slacked off now that I have the 11th Co Podcast to vent my thoughts, but I seem to have done ok with Tyranids at last weekends LVO so everyone wants to see some more details on my games.

So here it goes! I did not take any pictures thinking that this would not happened, and this is what I get for it.

My list:
1750 points of Tyranids

HQ
Hive Tyrant
Wings
TL Devourer
Hive Commander

Hive Tyrant
Wings
TL Devourer
Hive Commander

Troops
Tervagon

30 Termagants w/15 Devourers (Outflanking)

25 Termagants w/12 Devourers (Outflanking)

10 Termagants

Fast Attack
Hive Crone

Hive Crone

Heavy Support
Mawloc

Mawloc

Fortification
Bastion
Comms Relay

Here is the strategy:
Hide for turn #1 and hit them hard with everything I have turn #2. 

Although it changes due to the circumstances I start on the table with 2 Hive Tyrants hiding behind the Bastion, the 10 Termagants inside of it, and the Tervigon in some cover. If I can hide them, and they will not get the crap blown out of them, I will start my Hive Crones on the table as well. I outflank the Mawlocs and the large Termagaunt squads. Since I have 10 units I have to start with 5 on the table, and 5 in reserves.

The goal is to fly forward on turn #2 and hit them with 4 flyers, 2 outflanking Termagant squads shooting devourers at them, and then 2 Mawlocs doing what Mawlocs do. That should overwhelm them with targets and they can’t kill everything and I can then assault them on turn #3.  

Sunday, February 2, 2014

Independant Character's 2014 Hobby Progress Challenge

Oh blog, how I have neglected you! Now that I am on the 11th Company Podcast somewhat regularly I say all I have to say over there, and so I do not have to use my blog as a soap box.


So I have commited to the IC's Hobby Progress Challenge and for the army I am going with Dark Eldar. I love the look of the new models and they will go well with my Harliquin themed Eldar army.

I have been meaning to take part in the last couple of HPCs but I never got around to it so I thought I would give it a try. It is my hope that it will help motivate me to paint some models.

The List:

Baron Von Hellion
12 Hellions w/Helliarch
12 Hellions w/Helliarch
10 Scourges
4 Beastmasters
1 Clawed Fiend
4 Razorwing Flocks
5 Khymerae

The list is not a competitive one, just one to paint some models. Also they have it were your first 1000 points have to be a Zone Mortalis army, and they have special rule of what you can, and can't take. For the next 1000 points you can take vehicles and allies so I get to expand more to where I want to go.

Wednesday, June 5, 2013

Blackmoor's Eldar Codex breakdown Part 1: Eldar Combat HQs





I know most of you know me as a Grey Knight/Paladin player, and I am! But what a lot of people don’t know is that I am also a hardcore Eldar player. I was the originator of the foot Eldar build that was winning a lot of tournaments back before anyone knew about it. Here was my first list that I took to the Las Vegas GT all the way back in 2007:

I ended up on winning on table #2 at that GT, and a few months later I scored 97 (out of 100) battle points for 2nd best general at the Baltimore GT. I would have scored a perfect 100 but I was tired and I misread the rules package. I thought that I had to keep a unit alive when in reality I had to have it die.

Now I still play my Eldar since I took them to the Nova Open and Duel Con last year, and I have been allying them with my Grey Knights at events like the 11th Co GT and the So Cal Slaughter GT.

So now that I have my Eldar credentials out of the way, let’s talk some Eldar!

I am going to break down the HQs like this:
Eldar HQs Part 1: Combat HQs
Eldar HQs Part 2: Farseers, Spiritseers, Warlocks & Psychic Powers
Eldar HQs Part 3: Phoenix Lords
Eldar HQs Part 4: Special Characters

Part #1 Combat HQs


The Avatar


I use to love using this guy. He kept my guardians from running and was a bad-ass in combat. Slap fortune on him and he was nearly unkillable.

The Good

He received a stat boost. He is now BS10 (where was this when I missed like crazy when he was BS 5?), +1 wound, and he went up to I10. These are all great stats that you want, and need.

The Bad.

Point increase: He went up about 30 points
Pedestrian: In a fast army he is a slow foot slogger.

The Ugly

No longer being able to count on having fortune.
-1 Invulnerable Save

Summary

The Avatar use to be cheap for everything that he did. He created a fearless bubble, was an awesome counter attack unit, and he took all kinds of fire power that the rest of your army didn’t. Now the foot army works a little differently. Everyone knows that mobility is at a premium in 6th edition, and he is rather slow. The second is that fearless bubble is not as good as it once was because the foot elder army now works differently than it did in the past. With the old codex you needed to have your army all compacted together not only for the fearless bubble, but because of the short range of the farseer’s psychic powers. In 6th edition fearless is now bad for a shooting army. First off you can't go-to-ground. When you have a lot of 5+ saves you want to hit the dirt from time to time to keep some models alive. Second, let’s say you get assaulted by some fast moving units. What would happen in the past is that they would all die due to fearless/no retreat wounds. Now what happens is that if you get charged and the whole squad does not die (which your opponent can manipulate to kill as many models as they want to) the unit stays locked in combat and then can’t be shot. Then the next (your) turn they are safe from getting shot and they butcher the survivors and then gets free to cause mayhem in their turn. Then the last part that made the Avatar so good is that he was such am awesome bullet magnet. Since you can’t depend on getting fortune for him the dependability of his durability is compromised. So all you are left with is him being a close combat monster which will be enough for some people, but not me.

Final word

I can’t recommend him but if I was going to take him I would just take him stock. The exarch powers are not worth it (Night vision on a 12" weapon?). Even disarming strike is too many points especially since you should cut down anything in a challenge that can hurt you with a special weapon.


The Autarch

 

I don't think that I have every used one, or faced one across the table. You only saw them in an all skimmer list for the +1 to the reserve roll, or you saw them used because they were the cheapest HQ slot. Being taken because you are 50 points cheaper than a farseer is not a ringing endorsement.

The Good

He is cheap and can take a lot of different movement modes. Can still manipulate the reserve rolls up or down one.

The Bad

Farseers and Spritseers are much better

The Ugly

Strength 3 and Toughness 3 is not what you want from a combat character.

Summary

The Autarch is still very disappointing. I thought that they would get a little better (like the DE Archon) but they are still underwhelming. The good news is that they are still cheap, and their options are inexpensive as well. Some of their wargear is bad (Mandiblasters are horrible now, but kept the same cost?). I have seen people trying to make Autarchs work but I have not seen anything that I like yet. Yes, you can have them as a 100 point fusion gun caddie but you are better off taking a squad of fire dragons at that point. They still have the ability to manipulate the reserve roll up or down one, but that still does not make them worth it since reserves are very different in 6th edition. 

Where Autarchs are bad is in assault where they have to be good. These should be the assault IC choice but they really do not assault well at all. Their main problems are they are Toughness 3 which means that anything with strength 6 doubles them out, but their other weakness is that they only are strength 3. Strength 3 will not hurt anything that you want to kill.

There is some help with the new addition to the Eldar codex of all the new wargear they get to choose from the Remnants of Glory chart but what is there is still underwhelming. The Shard of Anaris is probably the best choice because that does boost the Autarch with a +2 strength and this is ok with Rending/Instant Death. The down side is that there is no AP, and that it is expensive. That is ok if you are fighting a multi-wound toughness 4 or less creature, but against anything with some numbers he will struggle. I see everyone else talking about the Mantle of the Laughing God as well. Since I am doing a harlequin themed army I wanted to like the piece of wargear but all it does is give stealth, shrouding, Hit-and-Run and re-roll cover saves for a lot of points, and at the cost of being an IC. Yes you can put him on a jet bike to help out, but there are so many weapons out there that ignore cover saves. Heck, just look at the primaris power for Spiritseers and Warlocks and you can drop the cover save off of him right there. So if you want to get depressed just look at the other CC ICs from the other top codexes that he will be dueling with (Destroyer Lords, Demon Princes, Hive Tyrants, etc) he will be less points sure, but nearly powerless against them.

Final Word

If I did take an Autarch I would arm him with a fusion gun because that is always nice to have in an Eldar army, and I would mount him on an Eldar jetbike for #1. Mobility, #2. Toughness, and #3. So you can take Laser Lance. With that build you can move fast and hit as hard as you can. Make sure he is with a unit that has hit-and-run because if he gets stuck in combat he loses all of his effectiveness.

Edit/Update: After thinking about how many MC there are running around these days in a lot of top armies I am starting to like an Autarch with the Shard of Anaris. With Rending/Instant Death this is a good way to take a lot of them out. 

Tuesday, March 12, 2013

How does my army deal with flyers?





So Ryanjj405 below asked as question that I thought I would answer in a new post:

I have tried a similar list but I cannot handle full on Necron air or Triple Hell Drakes, how do you plan on dealing with those?

 
I do believe that everyone does need to have an anti-flyer strategy so here is mine.

You will note that I do not have an aegis defense line or bastion or anything else with sky fire. If you think a quad gun will shoot anything down that has a 12 AV (unless you have fire dragons) is going to be in for a big disappointment. I felt that I could spend the points better elsewhere.

Here is my anti-flyer strategy
  1. The Emperor protects! I have over 1000 points in 2+ armor saves so right there half of my army is going to be very hard to hurt by fliers (besides vendettas)
  2. Draigo being Draigo. Draigo has a 2+ save and so what I could do it put him in the front of my strike squad and make him take all of the saves if some heldrakes try to BBQ them.  
  3. Sing with the psychic choir. Coteaz, can also be out in front but if he fails a 2+ save then he will be insta-gibbed. The only way that he can be out front is if I roll a 5 on the divination table and it lets him re-roll failed saves. Also if I roll a 2 I get a 4+ inv save and that will help slow down the heldrakes a little bit.
  4. Keep your friends close, and your enemies closer. If I go first the interceptor squad is so fast I can just move forward and try to get into assault with something. This will let me be safe from any shooting while being locked in combat.
  5. See, but don’t be seen. If I go second I can try to deepstrke behind the fliers after they come on. With their 18” move and 12” range they have to move away, and I can try to land in their blind spot. The next turn they can choose to hover but then they will get shot down.
  6. Use my enemy’s strength against them. Interceptors are so fast that I can often take over my opponent’s quad guns and try to shoot down their own flyers with them. There is nothing better than doing this.   
  7. A nexus for the rest of us. The interesting thing about the random objective Skyfire Nexus is that you have to be able to scoring to use them. Here is the problem with most scoring units…they do not have the tools to shoot down flyers. That is not the problem with my army because if I find one, my army can shred fliers.
  8. And if all else fails, plan B. I will either just ignore them, or shoot them down. Yes, you need “6”s to hit, but I pump out a lot of strength 7 shooting and with prescience I am going to get some good hits. The other thing that I have going for me is the dreadnaughts. 4 twin linked shots at strength 8 might get their attention. If they have too much I have to count on my durability to weather their fire.