Den Sommer über habe ich fast ausschließlich Genestealer Cults gespielt. Die Armee macht richtig Spaß, auch wenn ich damit auf Turnieren immer mal wieder Zeitprobleme hatte und nie so richtig erfolgreich damit war. Jetzt, da die neuen Space Marines vor der Türe stehen, scheint es, als könnte die Zeit für die Genestealer Cults als Turnierarmee ohnehin ausklingen. In jedem Fall bringe ich die 3-bis-4-armigen Aufständischen noch einmal für eine letzte Runde nach Worms zum GT West. Weiterlesen
Mr. Ramsay at the Competitive 40K facebook group went through all the army lists submitted for the upcoming 2019 ETC, counting the more popular models that will be used at the event. All credit to him (I did not verify his count). I found the numbers quite interesting.
For reading this, there are 36 teams of 8 players competing at the event. Each team can only make use of each codex once. Thus there are, at most, 36 Chaos Space Marine armies, 36 Drukhari armies, etc.. . If a players uses, say, both a Chaos Space Marines and a Chaos Daemons detachment, his team-mates cannot use either codex.
58 Imperial Knight Crusaders
21 Imperial Knight Wardens
12 Imperial Knight Gallants
4 Imperial Knight Castellans
1 Imperial Knight Errant
1 Imperial Knight Valiant
3 armigers Helverins
1 armiger Warglaive
3 Shadowsword Superheave tanks
76 „Smash Captains“ from various Chapters
58 Leman Russ tank commanders, including Pask
21 Custodes Shield Captains
12 Colonel Straken
2640 Guardsmen (incl. Conscripts)
240 Space Marine Scouts
10 Devastator Marines
2 Leman Russes
9 Repulsor Tanks
6 Sisters of Battle Rhinos
1 Space Marine Rhino
Zero Predators, Land Raiders, Vindicators, Tactical Marines or Space Marine Flyers
6 Renegade Knights
3 Renegade Armigers
47 Daemon Princes
34 Lord Discordants
1987 Plague Bearers
661 Chaos Cultists
513 Blood Letters
70 Chaos Space Marines
3 Chaos Rhinos
102 Harlequin Skyweavers
31 Swooping Hawks
60 Dark Reapers
30 Fire Prisms
20 Night Spinners
36 Wave Serpents
82 Crimson Hunter Exarchs
23 Crimson Hunters
58 Razorwing Jetfighters
20 Hemlock Wraithfighters
12 Voidraven Bombers
Zero Wraithknights, Wraithguard or Wraithblades
Zero Shining Spears, Warp Spiders, Striking Scorpions or Fire Dragons
33 Genestealer Cult Patriarchs
53 Big Meks
35 Ork Warbosses
10 Flying Hive Tyrants
1 Old One Eye
2038 Ork Boyz
1166 Genestealer Acolyte Hybrids
828 Tactical Drones
197 Smasha Guns
23 Doomsday Arks
5 Traktor Cannons
9 Doom Scythes
3 Wazboms Blastajets
Zero Carnifexes, Trygons or Mawlocs
Spiel 3: Eldar vs. Space Wolves
Obwohl ich zwei Spiele gewonnen hatte, war mein letztes Match, erneut gegen Space Wolves, mein leichtester Sieg im Turnier. Weiterlesen
Spiel 2: Eldar vs. Space Wolves.
Im zweiten Spiel konnte ich gegen die Best-Painted-Armee des Turniers, großartig bemalte Space Wolves, antreten. Weiterlesen
Castellan Knights and Smash-Captains Everywhere!
Summer is ending and for Warhammer 40K, the next big FAQ is approaching, most likely in September after the NOVA Open tournament in Washington DC.
The NOVA Open will probably also shine a light on an issue that hopefully will get addressed in the upcoming FAQ for Warhammer 40K. Or, perhaps in the 2018 Chapter Approved later this year, though the FAQ in April demonstrated Games Workshop’s willingness to tackle issues in 40K with these updates.
The issue I am talking about is the abundance of lists built on a) a Knight Castellan (typically House Raven), b) Blood Angels (typically Jump Pack Captains with SS/TH) and c) an Imperial Guard Brigade or Battalion for command points (or CP).
For the NOVA invitational, lists similar to this allegedly make up 50%+ of the field, and probably more if we’d simplify this list to a concept of „very good, CP-hungry units/detachments + Imperial Guard CP farm“.
To me, this appears to be the kind of issue Games Workshop’s rules team might want to tackle this fall, just as they did with Smite, the „rule-of-three“ or 1st-turn deepstriking in the past (though, clearly, I could be completely wrong here).
The Command Point Problem
Is the solution a points increase to the Knight Castellan and/or the Blood Angels Thunderhammer-Captain?
Maybe, though I think the units as such are fine. The biggest problem is the ability of these lists to (re-)generate near unlimited CPs for very good stratagems, allowing them to use expensive, „game-changing“ stratagems every turn.
A Blood Angels Captain using Wings of Fire, Descent of Angels, Red Rampage and Honour the Chapter all in one go (7 CP) would leave most „normal“ armies near-out of CPs, having spent all on a single action of one character.
No „normal“ Knight army could possibly afford to use Rotate Ion Shields, Order of Companions and Machine Spirit Resurgent on a Dominus-Class Knight turn after turn after turn.
With the Imperial Guard, providing an additional supply of CPs and, more importantly, „farming“ (e.g. regenerating) CPs from the Warlord Trait Grand Strategist and the Relic Kurov’s Aquila (plus the Blood Angels‘ Veritas Vitae), this kind of army can do all of that, simultaneously, effortlessly, through all game turns.
Should Command Points be Faction-Specific?
Here’s my idea on how Games Workshop should tackle this. But a few caveats first.
- This should probably be an event/tournament-only recommendation, similar to the „rule of three“. The extra bookkeeping is probably unnecessary outside competitive events.
- This should clearly be a „beta-rule“ giving people the opportunity to test things (and TOs the option to ignore it).
- This is just my opinion on this. YMMD.
Make Command Points and, perhaps even more importantly, Command Point regeneration faction-specific.
- CPs should be tied to the faction that brings these CPs into the army, allowing these points to be spend only on Stratagems from and for this faction.
- CP farming should only work on CPs/Stratagems from the faction that brings the CP regenerating rule to the army, or, if it is gaining CPs from Stratagems spend by your opponent, convert them into CPs for that particular faction in your army.
- The three „free“ CPs for bringing a battleforged army are assigned the faction of the army’s (true) Warlord.
In other words, an army from three different factions (say, Catachans, Blood Angels and House Raven) would work with three separate command point pools for each of their detachments.
The army consists of:
- A Catachan Brigade Detachment
- A Blood Angels Battalion Detachment
- A Super Heavy Auxiliary House Raven Castellan Knight
This army would bring 12 „Catachan CP“ (useable on generic Astra Militarum Stratagems and the Catachan-specific one), 5 „Blood Angel CP“ and 0 „House Raven CP“, +3 CPs to the faction of this army’s warlord.
Moreover, if this army featured a Grand Strategist Warlord, Kurov’s Aquila and Veritas Vitae, the Grand Strategist would only roll for „Catachan CP“ spend on Astra Militarum Stratagems, the Veritas Vitae would only roll on „Blood Angels CP“ spend on Blood Angels Stratagems and Kurov’s Aquila would turn all CPs gained as a result of the opponent playing stratagems into „Catachan CP“.
The army consists of:
- A Black Heart Drukhari Spearhead Detachment with an Archon as Warlord with Labyrinthine Cunning (1 + 3 = a total of 4 „Black Heart CPs“, since it includes the Warlord. Labyrinthine Cunning would regenerate only opponents‘ and „Black Heart CPs“ into new „Black Heart CPs“).
- A Prophets of Flesh Battalion Detachment (5 „Prophets of Flesh CP“).
- An Craftworlds Alaitoc Air Wing Detachment (1 „Alaitoc CP“).
Let me know what you think!
Will the new T-70 X-Wing bring back (a version of) the X-Wing to the X-Wing tournament scene?
It’s a question I have been asking myself. Now, at a local tournament, I ran a test with the following Rebels Squadron, featuring the top X-Wing aces of two eras: Poe Dameron and Wedge Antilles.
X-Wing Aces Old & New
My 99 points Rebels X-Wing tournament list:
- Wedge Antilles (X-Wing) with BB-8 (2), Push the Limit (3) and Plasma Torpedos (3) – 38 points
- Poe Dameron (T-70 X-Wing) with R5-P9 (3), Lone Wolf (2) and Autothrusters (2) – 38 points
- Bandit Squadron Pilot (Z-95 Headhunter) – 12 points
- Bandit Squadron Pilot (Z-95 Headhunter) – 12 points
To Hit Hard, To Survive the End Game
There is a nice symmetry in the list, with two X-Wing aces at 38 points and two Bandits, who generally serve to purpose of being a nuisance to my opponent.
Though the two X-Wing aces cost me the same amount of points, they fly very differently on the table.
- Wedge Antilles is not nearly as survivable as Poe Dameron. He rarely survived the games.
He did deal massive amounts of damage and I was really, really positively surprised with the BB-8 + Push the Limit combination. I knew it was good. I didn’t know how good. It makes the X-Wing extremely maneouverable (for an X-Wing) and allowed Wedge Antilles to deliver his trademark killer-attacks right where he needed them to be. With or without Wedge Antilles, this is a combination I will certainly use again (with a T-70 X-Wing Red Squadron Veteran or even Poe Dameron himself).
- Poe Dameron in this build was the exact opposite to Wedge Antilles, as far as X-Wing-builds go. With Autothrusters, re-rolls from Lone Wolf and the ability to regenerate shields, he was meant (and usually was) built for the end game, the last ship on the table, where he excelled at wars of attrition.
Again, I am happy to report that Poe Dameron served excellently in this faction.
In one game, circling with an equally mobile and nearly as robust IG-88 Aggressor, I was able to wear my opponent down through many, many turns of shooting and shield-regenerating.
It wasn’t the finest game of X-Wing ever played, but it shows Poe Dameron’s potential for the long game, assuming he does not die early in the game to a concentrated barrage.
Did I win the tournament?
No. I was beaten soundly by a Scum-&-Villainy-Swarm full off M3-A Interceptors and only just managed to eke out a small, technical victory by points against a Squadron of Y-Wings with Twin Laser Turrets and Corran Horn in an E-Wing.
That said, both X-Wing were tons of fun to fly. They were also effective in their own right and complemented each other well.
A fun list, and I will definitely fly something along those lines again!
As planned, I took my K-Wing list to a local tournament today. I didn’t intend to win any prizes and mostly went to play around with the K-Wing. Even so, I am a bit disappointed by the K-Wing’s performance. It’s more fragile than it seems.
Of the 5 matches I played, I lost 4.
Match 1 – Lethal Twin Laser Turrets
The first game I played showed me an arguably better use of the Twin Laser Turret, which I used on Miranda Doni in the hope of getting the most out of her unique ability.
My opponent flew Dash Rendar in his Outrider, as well as two Y-Wings, both with a Twin Laser Turret.
The two Twin Laser Turrents proved particularly lethal for Miranda Doni in her K-Wing. Shooting twice a turn each, the two Y-Wings put 3 – 4 dice of damage on her most turns. Needless to say, she didn’t last long.
After the K-Wing was gone, my Z-95 Headhunters didn’t stand much of a chance against Dash Rendar, despite the missiles I shot his way.
Match 2 – Victory Against the TIE-Punisher
The only match I won, I went up against a similar „let’s try the new bombers“-list.
This list was build around the TIE-Punisher, piloted in this match by Redline, which came out along with the K-Wing, bringing many similar upgrades to the Imperium.
Redline was supported, oddly enough, by a TIE-Defender and a TIE-Advanced. As high tech as the Imperium gets.
It was a good match-up, as my alpha strike list could really shine with its alpha strike against Redline. Moreover, my Ion Bomb helped me keep the TIE-Defender in place.
The result: today’s one and only victory for Miranda Doni.
Match 3- The Imperium’s Finest
In my third match, I went up against the first hard tournament list.
- Darth Vader in a TIE-Advanced with the TIE/x1 Title and Advanced Targeting Computer
- Whisper in a TIE-Phantom with Veteran Instincts and Advanced Cloaking Device
- Soontir Fel in a TIE-Interceptor with Autothrusters and Push the Limit
Too many very elusive, slippery and hard-to-hit ships assembled there. I even scored a few hits on Whisper, but stood no chance against this lean, mean tournament-maschine.
To Be Continued…
My final two matches and my closing thoughts about the K-Wing in part 2.