40k: 1850pts vs Necrons

kingbreakers-iconThe 40k crowd at Redcap’s was again pretty big last night, there had to be at least 16 people hanging out (a few not playing).  Lovell and I played another really good, super tight match last night.  We basically wound up playing two games: One taking about 20 minutes to setup and 10 minutes to play, and another starting with a highly variant deployment setup…

Army

Slightly revising one of my two current 1850 standard lists, I basically swapped out a Predator for an ADL with Quad-gun:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
  • Terminators x5 w/ Thunderhammers and Storm Shields
  • Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
  • Tacticals x5 w/ Razorback, Powerfist, Plasmagun, Melta Bombs
  • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
  • Tacticals x10 w/ Missile Launcher, Flamer
  • Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
  • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
  • Predator w/ Autocannon, Heavy Bolter sponsons
  • Aegis Defense Line w/ Quad-gun

For his core Lovell brought something like his usual HQ court, blob of Warriors, two Night Scythes carrying blobs of Immortals.  Spicing it up though he brought a unit of six Canoptek Acanthrites and a Tesseract Ark.  As a side note, like nearly all of the recent GW and ForgeWorld Necron designs, the Ark is a beautiful model.  I don’t care if it makes sense or not for Necron vehicles to have humanoid pilots, they look awesome.

Run, rabbits, run!

Run, rabbits, run!

Battle

For a change in Lovell’s Relic-stealing trend, we rolled for Purge the Alien (Annihilation) and whatever deployment puts you on the short edges crossing the longer length of the table.  I haven’t played the latter recently and it was interested how it definitely compressed the sides and made a huge mid-field.  On the other hand, it would probably be a more telling different with either army putting more focus on long range artillery.

Lovell took first turn and put down just the Ark and Warriors.  I put down everybody except my Drop Pod of Sternguard and Librarian.  We had a ton of terrain on the board plus a bunch of my foot soldiers were tucked behind the ADL, so his shooting was limited in options and didn’t go well anyway.  The return attack was lethal.  Sternguard and Landspeeders took out the Ark pretty handily with massed Melta, Vulkan and a Combat Squad took down the Royal Court in flames, and everybody else poured high caliber weapons and Bolters into the Warriors.  By the end Lovell had literally a single Warrior left on the table.  Unfortunately there was absolutely nothing more I could do to take that guy and win the game outright in Turn 1.

Ohmygod, seriously, we can't get even one more Bolter brought to bear on this guy?!?!?  You, Rick, in the back, that failed your To Hit roll?  Consider yourself excommunicate traitorus...

Ohmygod, seriously, we can’t get even one more Bolter brought to bear on this guy?!?!? You, Rick, in the back, that failed your To Hit roll? Consider yourself excommunicate traitorus…

Pretty awesomely, from that near-tabling Lovell and his Necrons then fought all the way back to a pretty evenly matched game.  I was definitely ahead in both Kill Points and momentum from there, but it wasn’t a set thing.  A bunch of the Warriors stood back up under that one guy’s direction, the HQ had Everliving and resurrected, and the cavalry arrived in the zooming Night Scythes.

The battle basically broke down into three components: Warriors, Immortals, and a supporting Scythe exchanging fire with my defensive line, comprised of Devastators and a unit on the ADL Quad-gun, on my left flank; Captain Angholan, Terminators, and friends battling the HQ and Acanthrites with support from the Predator in the center of the table; and the Landspeeders and a Tactical Squad going after the other group of Immortals on the right flank.

Of course being new and freshly painted, the ADL Quad-gun managed precisely nothing before being destroyed by a lot of concentrated fire.  Devastators were also subsequently immediately devastated, but not before crippling the opposing infantry on their flank, to be eventually cleaned up by Angholan and friends.  The other components evolved as the Marines managing to encircle and cut off each group of Necrons, pouring fire in and then charging in joint assaults.

Kingreakers' Flying Circus comes to town.

Kingreakers’ Flying Circus comes to town.

Outcome

Kingbreakers carry the day with 6 Kill Points plus First Blood, Warlord, and Linebreaker, against Necrons 5 Kill Points.  Somewhat notably, without even thinking about it we counted the ADL Quad-gun as a Kill Point.  A discussion among the PAGE crew has me thinking that’s probably not correct, but terribly under-specified by the rules either way.

Analysis

On the one hand the ADL didn’t actually do anything before being destroyed.  On the other hand it scared Lovell enough that he put a lot of fire to the Quad-gun instead of my actual dudes, so that is valuable in and of itself.  We had a ton of terrain on the table so the actual barricade wasn’t as useful as it might have been, but I could definitely see the use.  I do need to keep in mind though to not let that be a trap and keep my guys hanging back too far.  In this match I was trying to be conscious of “Well, the gun’s destroyed, and the Devastators gone, lot’s abandon this position and go chop up some Necrons!”

As I’ve been doing lately I started my Terminators on the board in a defensive position.  This has been working out much much better than Reserving them and Deep Striking.  Who knows in the latter when they’ll come in and where they’ll land—even assuming no mishaps.  Even if they arrive early and well they’ll stand there a turn getting shot at before assaulting, and probably not be able to catch up to anything anyway.  Placed defensively on foot they’ll never get to an offensive position, but they’re guaranteed to be there protecting your home turf.  In this case, they were an excellent hard buffer between the Anthracites and my Predator, which they were definitely looking to attack, as well as some Tacticals.

Stay on target!

Stay on target!

Sternguard for a recent change actually got to fill my traditional role for them: Wipe out something important, then do their best to poke at and assault whatever fills that void.  The Librarian is really letting me down though, a huge bummer given his recent paintjob.  Sixth edition’s random powers just make it much too hard to even learn how to use them well, let alone do so.  Psychic Hoods also just aren’t as useful defensively as they used to be.  So, disappointingly, I am thinking about dropping him in favor of another super secret supporting HQ.

Most of all though, I think this game really showed one of the key flavors of the Necrons.  As an elite army they’re just not going to have a ton of units or even models on the table, so it can really feel like you’re losing, and in fact you could be coming perilously close to being utterly tabled.  But there’s always a strong chance you can battle back from a complete hole, as happened here and in some recent previous games.

Everybody line up and remember your anti-Gauss drills!

Everybody line up and remember your anti-Gauss drills!

40k 6e Space Marines: Supports

spacemarines-6e-codexHaving played a few more games and studied the book a bit more, I have a couple more thoughts on the new 40k 6e Space Marines codex.  Previously I had some notes on Core Dudes, Librarians, and Vulkan.  Up now are some supporting units, specifically Vindicators, Whirlwinds, Thunderfire Cannons, and Landspeeders.

Vindicators

These have not changed except for dropping 10 points.  The Vindicator is obviously useful when it gets good shooting opportunities, but it’s always seemed handicapped to me by the low position and fixed mount of its cannon.  Combine that with the short range and it just spends too much time blocked by terrain.  I always get the feeling that it was a more commanding unit in earlier ages of 40k when there was generally a lot less terrain, universally less mobility, and a lot more of two gunlines just shooting at each other and slowly advancing forward.  Vindicators might be attractive again with how much faster vehicles got in 6e, but I’m not super sold on that yet.  Between the range and fixed angle there’s still too much need to be right up in your enemy’s face.

Whirlwind

I love the Whirlwind model and have always wanted to get and field some, but could never justify the cash or points.  The single-shot blast template made it not particularly reliable at hitting anything, the weaponry isn’t particularly killy to counter that unreliability, and its not particularly survivable at a standard Rhino chassis AV 11/11/10.  Sixth edition Marines though makes it pretty attractive to my eyes though.  The big change is a switch to large blast templates, which means it could really deliver some death to weaker infantry and is much more likely to at least hit MEQs.  It also dropped from 85 to 65 points, making it much more attractive for how likely it is to get popped.  Now I can definitely see putting a Whirlwind or two in the backfield pinging away, and look forward to acquiring some over time.

Thunderfire Cannon

First off, it has to be said that the Thunderfire is a really really terrible model.  It looks ok, but it’s not cheap and every piece is really warped, impossible to fix as it’s a metal model.  It’s shockingly difficult for such a simple model to get it to all stick together.  It would be really nice if it were redone in plastic.

That aside, I liked the Thunderfire in 5e as a game unit and found it pretty useful.  You set it up on top of a piece of terrain with a clear line of fire and just shoot away.  It wasn’t terribly survivable if anything got a shot at it with 5e’s AV 10/one-shot-kill artillery rules, but with 60″ range you could set it far enough back that it could last for a while provided you could keep outflankers at bay.  The Techmarine himself is also useful even after the gun dies, with the Servo Harness and Artificier Armour giving him reasonable street creed at both near-range shooting and close combat.  The ability to buff cover saves from any piece of terrain can also be a big boost against some opponents.

The Thunderfire correctly realizes it would be more useful shelling the boardgamers in the corner than the oncoming IG horde...

The Thunderfire correctly realizes it would be more useful shelling the boardgamers in the corner than the oncoming IG horde…

Sixth edition makes the Thunderfire even better.  Same points and shots but the new codex gave it barrage—awesome!  Now you can really set it out of the way and/or hit anything on the table, even dudes cowering behind high terrain.  With four shots a lucky series of hits can really land a lot of hits on a target, and stands a good chance to hit something even with reasonable scatter on the first shot.  Perhaps more importantly, the revised 6e artillery rules make it a T7 W2 3+ model.  That’s actually really survivable and a huge buff to the unit even before the new codex hit.  I’ve been rolling this a fair bit in recent games, and it’s been doing really well.

The one thing I would have liked to see from this unit is the ability to field squadrons of them.  It just seems like it’d be a natural for that kind of deployment, and it’d be really handy to be able to organize three into a single FOC slot for larger games.  Personally I would work it so that a single Techmarine could shoot or move any or all of them provided they were each in standard unit coherency—he’s controlling them all as networked slaves or something like that.  Multiple Techmarines would make it fairly expensive points-wise.

Landspeeders

I love me some Landspeeders and almost always field two or three in every size of game.  In 5e these were immensely valuable for flaming infantry, melta-gunning vehicles, and swooping in to deny objectives.  It’s worth noting though that they’re better at lower point value games.  The more points in play the more bad guys there are standing around with nothing better to do but take a potshot or two at a ‘Speeder, and even a Bolter can take it down.  At lower points there are fewer enemy units just standing around with no higher priority target, and the tactical flexibility of high mobility, Flamer, and Multi-Melta is very valuable with fewer units in your own force.  They are also much stronger at objectives-based missions than kill points.

The new codex changes their basic stats just slightly, namely that Typhoon Missile Launchers and Assault Cannon options got quite a bit cheaper.  That’s interesting as it’s definitely a valid, popular, standoffish way to run them.  I always roll the Heavy Flamer and Multi-Melta though to capitalize on the buffs from Vulkan and the Salamanders’ traits.

The 6e core rules however change the ‘Speeder in significant and complex ways.

First off, Jink for Fast Skimmers is a substantial buff to the survivability of the unit.  You just need to remember to always move; sometimes I’ve forgotten as I had spent a fair amount of time trying to coach myself to sit back and use the full range of the Multi-Melta, and thus didn’t have to always move.  The new Fast rules are also helpful, really letting the thing fly all over the board.  More shooting with a 12″ move, and the ability to cover a ridiculous 30″.  The latter is actually a notable improvement beyond just the raw movement.  The increased speed makes it even easier to fly on from Reserves rather than Deep Striking into an unfortunate, exposed position, or deploying on the table and risking first turn shooting.

Oooh yeah.

Oooh yeah.

In a basically neutral but slightly positive point, ‘Speeders didn’t really change much in survivability.  While other vehicles became more predictably killable with the introduction of hull points, Landspeeders were dead easy to kill to begin with.  If anything they became more survivable because glancing hits can’t do the same kinds of damage as before, it’s guaranteed to still be a useful unit after the first glance.

On a related but somewhat neutral to negative change though, squadrons now simply break off and leave behind immobilized vehicles rather than destroying them.  That sounds maybe kind-of sort-of useful as the damaged model can in theory now still shoot at stuff, particularly if you’re rolling the longer range Typhoon or Assault Cannon.  In reality though, that model then becomes a separate unit and yields up an easy kill point to your opponent when it is finally destroyed.  I would probably rather just have it destroyed if I choose to leave it behind and not give up the point.  This new rule is really only beneficial for vehicles with turret-mounted, barrage, and other weapons with more targeting flexibility that remain useful when immobilized.

A more negative change in 6e is that movement doesn’t give vehicles nearly as much help in close combat as it used to.  The protection from movement is minimal with the new WS 1 rule, and high speed literally doesn’t improve that at all.  Once an enemy assault unit finally catches up to the ‘Speeder, something that’s almost certain to happen with the shorter range loadouts I use as it gets mixed into the thick of things, it’s pretty much done for.

Much more troubling is that vehicles are no longer denial units in any of the missions, they can’t contest objectives.  That’s a major tactical role of the fast moving Landspeeder that’s been completely eliminated.  There really isn’t anything more to say about that, it’s just a critical thing they used to be able to do that they just can’t do directly anymore.  The one upside is that other enemy vehicles won’t be able to claim either, so overall there just isn’t the same kind of 5th turn race to the nearest objectives, but it’s still a major net-negative change.

All in all, Landspeeders probably got decreased in value because of that one change.  They’re probably slightly better for the bulk of a game, so certainly still worth using, but their utility in the endgame has declined dramatically as their typical largest impact role has been eliminated.

Summary

Except for the Landspeeder, all of the supporting units above became slightly to much more valuable with the new codex and 6e rules.  Certainly none of them are overpowered, but all more efficient, and in several cases much more effective.  The Landspeeder is no longer the game changer it frequently was in 5e, but it’s still a worthwhile unit if it matches your style and you’re prepared to risk the kill point(s).  For my part I’m pretty excited to have a couple of the neglected and so-so units refreshed into newly viable options.

Man the Line!

Recently I’ve become a bit more concerned about flyers.  Lovell’s been breaking out Night Scythes pretty regularly, I’m sure I’ll see some at a tournament later this month, and no doubt flocks of evil doing flying things will appear at January’s Apocalypse game.  So, time to start doing something about it:

Man the wall!

Man the wall!

I think the Aegis Defense Line actually highlights the modeling strength of GW.  For every beautiful piece-of-art model they produce, there’s a model like the ADL that’s not flashy, not fancy, but gets the job done.  Good bulk shapes so it looks good no matter what, and enough texture so anybody can paint it up to look great with some very basic drybrushing.  Further, it’s got lots of little details that you can really spend time on if you wish.  There are some incredible ADL paint jobs out there around the net, which is really cool for such a basic model.  That accessibility to a spectrum of abilities and the quality of even this basic, simple utility model, is I think in some what really separates GW from other companies, more so than the headliner models.

Technical details on the rear of a panel.

Technical details on the rear of a panel.

In any event, that’s why I bought the model instead of making one as long planned.  I could put together a decent barricade system pretty easily, but there’s a lot of detail on this model that would take a lot of time to scratchbuild.  Little technical doodads, tons of bolts, etc.  Hell, if you don’t lay the paint on too thick, you’ll realize the bolts here are actually bolts.  They’re not just little half spheres, there’s actually a straight bolt and then a distinguishable hex nut around it.  Ditto on the gun.  Maybe I have enough pieces to kitbash one, but it’d be tough to have it look as good, and scratchbuilding would be really hard.  So here we are.

Painting

Honestly, for now I’m going with the Aegis Defense Line primarily because I knew I could get it together and painted in short order.  I spent just a bit longer than I expected, but still basically a 1.5 evening project.  I spray primed white, painted everything Skavenblight Dinge, and dry brushed Codex Grey.  The aquilas were done in Bleached Bone highlighted with Skull White.  Window edgings and other little tech bits were picked out in Ironbreaker (the new Boltgun Metal).  That was drybrushed lightly all over with Skavenblight Dinge, and then again heavily toward the bases.  Metal pieces and the craters got washed with Nuln Oil.  It was actually kind of funny picking up new paints for this since many of mine were done: It’s been so long since I really bought paints that all the GW/Citadel names seem to have changed not once but twice!

Weapons to bear, on my mark!

Weapons to bear, on my mark!

One note is that I intentionally kept the scheme fairly drab here, so that it doesn’t take away focus from the army around it, as well as so it can function well as just a basic piece of terrain.  It’s also specifically not badged or painted in Kingbreakers’ colors so that it will fit in with other armies.

Tactics

Despite assembling and painting quickly being my primary motivation for fielding this rigth now, I do think it’s competitive with my other options.  Not taking up a Force Organization slot is a big plus.  It’s about the same points as a Stormtalon, Hunter, or Stalker, and unlike the latter two has both Interceptor and Skyfire so it’s useful against ground targets as well.  The ADL gun is in some ways more survivable to boot, since it’s effectively at least a 5 wound model depending on the size of the squad manning it.  On that point, I almost always have a Tactical Combat Squad hanging out in my backfield on an objective, so they may as well man same heavier weaponry.  Alternatively, if I’m real worried about flyers, I could put a Devastator squad with a few Flakk Missile Launchers on the gun, with the Devastator Sergeant using his Signum to have another guy man the gun at BS5.

You feeling lucky, punk?!

You feeling lucky, punk?!