In this post I am going through my choices and explaining why they are ranked where they are.
Imperial Guard
Mech IG has absolutely ludicrous fire power. It can blast half of an enemy army off the board on turn 1. Additionally, it has all the small things that can really help in some games. Part of this is from allied DH inquisitors which will no longer be available a few months from now. There is also the reserve manipulation abilities of the army which make reserving your entire army against an alpha-strike a very risky manouvre. On top of all that, IG has the ability to field rediculous amounts of AV12 vehicles, making it one of the most resilient armies because it can take losses and still deal out the pain.
Space Wolves and Blood Angels
I haven't done enough playtesting yet with the Blood Angels to really know if they are better than Space Wolves. I am planning on doing a comparison between these two excellent codices in a later post. Both armies combine speed, shooting and assault into their game. From the lists I've seen on the interwebz, BA tend to be faster while SW are usually shootier.
Eldar
I may have ranked these guys too high because they are a bit of a one-trick pony. With everyone gearing up to kill the AV12 spam of IG, Eldar mech got caught in the crosshairs. However, mech Eldar still excels at objective games because of their speed and the durability of DAVU Holo-Falcons. They are also a hard counter to assault-based armies because they have the speed to zoom away from most deathstar units. Foot Eldar is similar to Tau: good at killing but awful at moving out and holding objectives.
Orks
Orks have, in my opinion, the most durable troops in the game. They can pack more T4 wounds into an army than anyone else. They basically have two very strong builds: Battlewagon and Foot. I used to play Battlewagons but I sold that army because I didn't like the style of play, and now I'm working on my Foot army. Trukks are easy Kill Points and don't carry enough Boyz to be effective, while bikers are overcosted. Ghazghkull is a beast in CC. People will argue that he is only effective for the one turn where he Waaaghs but my response is that he only needs one turn. Anything else he kills during the game is just gravy.
Space Marines
The Vanilla Marine codex has only a couple advantages over the Wolves and Vampires. First off is Null Zone, which is IMO the best of any Chapter's psychic powers. Then they have combat tactics which is an underrated but extremely useful special rule in the hands of a good player. Combat tactics is what makes foot marines an actually decent army. Not amazing but it can still compete. There are also a couple little things like the Ironclad and thunderfire which are not available to the other codices.
Chaos Space Marines
Like it or not, Lash of Submission is still an excellent psychic power. I'd say it's still the best psychic power in the game. Combine it with Oblits, one of the best (if not the best) long-range unit in the game, and Chaos are a great shooting army with decent CC punch. We all know the list; not much else to say here.
Witch Hunters
Ahh, witch hunters. There are two ways to play them: shooty with 3 exorcists and inducted guard, or Immo/rhino rush. Then you can also do a hybrid army involving exorcists and sisters with rhinos. All are decent builds but all have their weaknesses.
Dark Eldar
DE epitomize the term "glass hammer". They can give a punch but can't take one. The only way for them to survive is to fill up the FOC with 12 vehicles. Lately we have seen Dashofpepper do very well with Dark Eldar, showing that they can still compete with those brand new 3rd and 4th edition codices.
Tyranids
I've never played Nids and never will, but I feel sorry for the die-hard Tyranid fans. They still only have one viable build (Nidzilla), and it got slightly better than the old codex. It retains its classic weakness, lack of long-range anti-tank. Hive Guard are the one exception which means everyone is taking them. So now we are back to where we started with every Nid player running the exact same thing.
Chaos Daemons
Daemons are the best close-combat army in the game, with a variety of tough units. They also have decent support fire to pop tanks for the CC-beast to eat the guys inside. So why am I ranking them so low? You've probably guessed, Daemonic Assault. To be honest it cripples them too badly. Deep striking is a fairly easy tactic to defeat if you have good bubblewrap units, and any shooty army should have them. Others, like Eldar, can just fly away because they're too fast for most Daemons to catch them.
Black Templars
Ahh, the good old Black Templars. The codex is still held afloat by their Furious Charging, Prefered Enemy assault terminators and their ability to spam land raider crusaders. If you can handle the LRCs, you win. If you can't, you lose.
Daemonhunters
With DH you pretty much have to go down the route of LRC-spam. Sometimes an IG platoon is included for bubblewrap and additional firepower. The classic smoke launchers (weapons can only glance) are a nice bonus and DH get a better crusader for 258 points than marines get for 275.
Necrons
The Crons are still kept alive by 3 units, The Deceiver, Monoliths and Scarabs. Those three units are fantastic, while the rest of the codex is pretty much crap. The Crons have some glaring weaknesses in the tournament metagame. Among other things, they cannot deal with lash+oblit chaos or seer coucils.
Tau Empire
I like the Tau a lot but they really got screwed by 5th edition. While they can pump out a lot of firepower, it isn't enough to beat the really shooty armies like IG, CSM and Eldar. It's also very easy to pin them down in a corner, because they have no counter-charge units (kroot are too weak) and no real way to move out and capture objectives. The whole army suffers from morale problems so you'll often see vast amounts of units run off the board after taking a few casualties. BS3 is a big problem, along with lack of psychic defense. They need a new codex badly.
Dark Angels
Dark Angels are like codex space marines, minus everything fun and interesting. Their assault termies suck, they have crappy psychic powers, no chapter tactics and everything is 10% more expensive. Their only good unit is the AV14 land speeder. While awesome, it doesn't compensate for the rest of the codex. Their bikers can get a first turn charge but for 40-50 points per model it isn't worth it.
Part II will answer the comments and explain why I don't like the tier system and a couple other details.
Showing posts with label Analysis. Show all posts
Showing posts with label Analysis. Show all posts
Thursday, June 3, 2010
Tuesday, May 25, 2010
Monolith vs. Heavy Destroyers (long)
The main question I have been asked about my Necron list is why I use Monoliths. With Necrons you basically have two options for ranged anti-tank: Heavy Destroyers and Monoliths. I am going to explain why the Monolith is better. I'll be using the example of 3 Heavy Destroyers for 195 points against one Monolith for 235 points. It's a 40 point difference which is big but it doesn't make up for the immense difference in usefulness between the two units.
The three destroyers will of course hit their target on average two shots out of three. Personal experience and some quick math tells me the Monolith will hit an average sized vehicle about two thirds of the time. A lot of people are hung up on the fact that you have to roll to scatter, but it's really not that bad at all.
Now, penetrating the vehicle. We will assume that the target is AV12-14, because FA Destroyers can handle anything below that. Both units have Str9 weapons, but the Particle Whip is Str9 Ordnance which is better than Str10 against anything aside from AV14. So here's the math per hit (rounded to the nearest percent):
G=glance, P=penetration
AV Heavy Destroyers Monolith
12 P50%, G17% P75%, G9%
13 P33%, G17% P55%, G11%
14 P17%, G17% P31%, G14%
The relative strength of the Monolith goes up the higher the AV of your target, which is important because they are generally the most dangerous and therefore need to be gotten rid of the quickest.
Now, the most important thing which is overlooked by many because it cannot be expressed by math: cover saves. It's very easy for your opponents to get cover from the Heavy Destroyers, which negates half their shots. On the other hand, it's pretty much impossible to get cover from the 'Lith's shots without smoke or disruption pods because the guns are mounted so high up. Remember, the roof of a vehicle is still part of the front/side/rear arc.
Then there is AP1. We all know how awesome that is, so I won't go into it any further. When you consider all of these factors in together, it becomes obvious that the Monolith is more efficient at destroying AV12-14 vehicles.
Survivability
So now that we've taken a look at offense, we have to consider the other side of the coin. Survivability helps out your offense in the end because the longer a unit stays alive, the more it'll get to shoot and therefore it'll kill more. It also increases the chances of the unit helping out in the end game contesting objectives and such.
When it comes to survivability, the comparison isn't even remotely close. 6 Heavy Destroyers (the correct amount if you've decided to take them) will not last through the first shooting phase against anyone who knows what they're doing. Then once they've done that, you have no anti-tank. The Monolith being destroyed by shooting is very rare, and it's only weakness is Str10 (and that's not even a weakness; it's the same as other vehicles against it). Against Str10, it's still much better off than the HDs.
Duality
Heavy Destroyers have very little purpose outside of vehicle and MC killing. Admittedly, these are very common in the current metagame. The monolith, however, is at home killing hordes of infantry, MEQs, any multi-wound T4 squads, bunched up MCs and of course vehicles. It is in fact a very good example of duality in 40k.
Here's one tactic I love to use against disembarked troops. I first learned this trick using Tau Hammerhead submunitions but it works even better with the Monolith. So let's say some veterans just hopped out of their Chimera to plasma some destroyers. First off, this is a bad idea on the IG players part. First rule of 5th edition is Never Disembark. Obviously there are exceptions, but I'm rambling. Let's say it was some Fire Dragons because the decision to disembark is more reasonable (still a bad one though). So what I'll do is place the centre of the blast template on the vehicle such that it also covers all of the recently disembarked infantry. Then if I can potentially take out two units in one shot. While it may seem obvious, the amount of players who haven't considered this tactic is astounding.
Other In-Game Uses
The most important reason why I use the Monolith is the synergistic effect it has with the rest of my army. I am going to go into this in detail in my further Necron tactica posts, but I will summarize it here. The Monolith can block assaults and LOS. Against shooty armies, keeping the Golden Boy alive is critical and the only way to do this is to plop the monoliths down in between him and the Lascannons while they advance into the midfield. If I didn't have the assault-blocking capabilities the Monoliths provide, you can bet I would Phase Out a lot more.
The Monolith's portal is critical to keeping your Necrons alive and safe. I generally don't use the portal unless they're stuck in combat or I have like 8 warriors in WBB position. Sometimes I portal them onto an objective late in the game. There are more uses which I will go into in later posts.
Heavy Destroyers can perform none of the above roles. They bring very little to the army aside from killing power. They can run away from things faster than Monoliths, but Monoliths don't need to run away from anything. They have longer range, but pretty much everything is going to be in range of a Monolith on first turn anyway. They can constest objectives, but not as well as a Monolith due to tank shocking.
All in all, the Heavy Destroyer can be a fun choice in a Destroyer Wing army, but if you want to play competitively the Monolith is your only option.
Monday, May 17, 2010
Codex Power Ranking
Here is how I would rank the various codices in terms of how powerful they are. This assumes equal scenarios, player skill and luck (something that is obviously impossible). This also assumes that each codex is using an optimized list.
Imperial Guard
Space Wolves
Blood Angels
Eldar
Orks
Space Marines
Chaos Space Marines
Witch HuntersDark Eldar
Tyranids
Chaos Daemons
Black Templars
Daemonhunters
Necrons
Tau Empire
Dark Angels
One thing to keep in mind is that these codices are all capable of winning. As I said in "The Importance of the Army List", I firmly believe that skill, luck, scenario and matchup have a greater impact on the game. I am not really a fan of the tier system because no two armies are exactly equal in power. I like the best-to-worst list better.
Friday, May 7, 2010
The Direction 40k is Headed
So fifth edition has been out for almost 2 years now and players have, for the most part, adjusted to the changes. It is a very different game from third and fourth edition, but then again that should be expected when editions change. Otherwise we would just be wasting our money on a new rulebook. Though I have a strong dislike of True LOS, you have to take the good with the bad, and pretty much all the other rules changes were for the better. So anyway, this post is about what trends we are seeing with the most recent codex releases, and judging by these trends, what the future codices will hold in store for us.
The Alpha Strike
This concept has been around for a long time but it has never been as prominent as it was following the release of the Imperial Guard codex. With vehicles that could shoot d3 STR10 ordnance blasts mounted on an open-topped 12/10/10 hull, it was crucial to get first turn, because they are so easy to kill. This is the epitome of a glass hammer. The idea behind the Alpha Strike is that your first shooting phase cripples the enemy enough that they don't have enough left alive to come back and win the game. It's disliked by many, but this is a perfectly valid strategy. It was perpetuated by Darkwynn's win of 'Ard Boyz 2009. Now I'm not going to get into whether or not his list is good or the ensuing flamewar between BoLS and the Voldomort of 40k, but the main thing that this win proved was the effectiveness of the Alpha Strike army.
Manipulation of Reserves
One of the best counters to the alpha strike is to keep everything off the board. GW has realized this, so they have added ways to manipulate reserve rolls in order to have an advantage against the alpha strike. Now, someone can put their entire army in reserve and come in on 2+. Not only that, but their entire army can be deep striking and outflanking. This means they will be in your face immediately, not coming on peacemeal like they otherwise would. I love this new game dynamic because it changes the way we think from, "I line up on my side, you line up on yours, and we blast away" to a much more complex battlefield because there are so many more options. Fritz's Null Deployment strategy is a good example of this.
The Other Stuff
But MOM, what about all the new psychic powers and cheap transports? Aren't those changes just as big? Well, yes, they are. But in a different way. Mech and Psykers are just two examples of how to do well in the alpha strike game. They are tools which help complete the task of winning. In other words, it cannot be said that psykers or mech are ways of playing, but it can be said that alpha strike and reserving everything are.
In short, the game is becoming very dynamic, and it is most certainly not Fantasy's retarted little brother. Once all the codices are updated (HA! yeah right), the game will be very interesting and I can't wait.
The Alpha Strike
This concept has been around for a long time but it has never been as prominent as it was following the release of the Imperial Guard codex. With vehicles that could shoot d3 STR10 ordnance blasts mounted on an open-topped 12/10/10 hull, it was crucial to get first turn, because they are so easy to kill. This is the epitome of a glass hammer. The idea behind the Alpha Strike is that your first shooting phase cripples the enemy enough that they don't have enough left alive to come back and win the game. It's disliked by many, but this is a perfectly valid strategy. It was perpetuated by Darkwynn's win of 'Ard Boyz 2009. Now I'm not going to get into whether or not his list is good or the ensuing flamewar between BoLS and the Voldomort of 40k, but the main thing that this win proved was the effectiveness of the Alpha Strike army.
Manipulation of Reserves
One of the best counters to the alpha strike is to keep everything off the board. GW has realized this, so they have added ways to manipulate reserve rolls in order to have an advantage against the alpha strike. Now, someone can put their entire army in reserve and come in on 2+. Not only that, but their entire army can be deep striking and outflanking. This means they will be in your face immediately, not coming on peacemeal like they otherwise would. I love this new game dynamic because it changes the way we think from, "I line up on my side, you line up on yours, and we blast away" to a much more complex battlefield because there are so many more options. Fritz's Null Deployment strategy is a good example of this.
The Other Stuff
But MOM, what about all the new psychic powers and cheap transports? Aren't those changes just as big? Well, yes, they are. But in a different way. Mech and Psykers are just two examples of how to do well in the alpha strike game. They are tools which help complete the task of winning. In other words, it cannot be said that psykers or mech are ways of playing, but it can be said that alpha strike and reserving everything are.
In short, the game is becoming very dynamic, and it is most certainly not Fantasy's retarted little brother. Once all the codices are updated (HA! yeah right), the game will be very interesting and I can't wait.
Sunday, April 18, 2010
Necrons Introduction
Behold, part one of my "how I play Necrons" tactica. I hope there are some Necron players out there reading this because I feel the army is underrated and I have seen lots of Necron players struggling because they don't know the basics of the army.
In case anyone missed it, here's my 1750 list:
-Deceiver
-10 Warriors
-10 Warriors
-5 Destroyers
-5 Destroyers
-10 Scarab Swarms
-Monolith
-Monolith
It can be changed to go up in points, but it's very difficult to go down. It works best at 1750 though.
The Necron codex is very old, and it was designed for a different type of game. 5th edition nerfed glancing hits which was previously the main way for Necrons to hunt vehicles. So with that in mind, vehicle hunting is made more difficult with Necrons but they can still be very good at it. Foot armies actually give me more trouble than mech armies.
A quick look through the Necron will show you that the codex as a whole is overcosted. IMO there are precisely three units in the army that are priced about right: Deceiver, Tomb Spyders, and Monoliths. There is one unit that is in fact undercosted and that is Scarabs. Look at equivalent units from other codices such as Rippers and it is really no contest. In fact I would go so far as to say Scarabs are the best bubblewrap unit in the game and I intend to go into that in detail later.
The rest of the units in the book are overcosted. There are, of course, varying degrees of overcostedness. Destroyers and Immortals are tolerable, while Wraiths are just ludicrous. But we have to make due with what we've got. Having an army with such a low model count has a few perks though. You will always have room to spread out your models (making blasts less efficient), or alternatively you can castle them up in a corner.
The Monolith is a very unique vehicle. It is nigh invincible against a lot of armies because a lot of people rely entirely on Meltaguns. Combine this with its huge footprint and LOS-blocking ability and you have a powerhouse that will protect your models from both assault and shooting. The portal is also very handy and I could write pages about it alone.
Essentially, my Necron army works by baiting my opponent into trying to Phase Out my 'Crons, and ignoring the objectives. Then I go to work glancing their vehicles and killing a few things here and there with the Monoliths. Meanwhile, the Deceiver goes to town in CC and by the time my opponent realizes they can't phase me out, it's too late. This also reveals something about how to beat Necrons. When you face Necrons, especially in a Massacre/Major/Minor tournament, the instinctual response is to go for Phase Out. Against a good player this generally isn't smart. As the interwebz always says: play the mission, not the man.
Next up, Part II: Necrons vs Shooty Armies
In case anyone missed it, here's my 1750 list:
-Deceiver
-10 Warriors
-10 Warriors
-5 Destroyers
-5 Destroyers
-10 Scarab Swarms
-Monolith
-Monolith
It can be changed to go up in points, but it's very difficult to go down. It works best at 1750 though.
The Necron codex is very old, and it was designed for a different type of game. 5th edition nerfed glancing hits which was previously the main way for Necrons to hunt vehicles. So with that in mind, vehicle hunting is made more difficult with Necrons but they can still be very good at it. Foot armies actually give me more trouble than mech armies.
A quick look through the Necron will show you that the codex as a whole is overcosted. IMO there are precisely three units in the army that are priced about right: Deceiver, Tomb Spyders, and Monoliths. There is one unit that is in fact undercosted and that is Scarabs. Look at equivalent units from other codices such as Rippers and it is really no contest. In fact I would go so far as to say Scarabs are the best bubblewrap unit in the game and I intend to go into that in detail later.
The rest of the units in the book are overcosted. There are, of course, varying degrees of overcostedness. Destroyers and Immortals are tolerable, while Wraiths are just ludicrous. But we have to make due with what we've got. Having an army with such a low model count has a few perks though. You will always have room to spread out your models (making blasts less efficient), or alternatively you can castle them up in a corner.
The Monolith is a very unique vehicle. It is nigh invincible against a lot of armies because a lot of people rely entirely on Meltaguns. Combine this with its huge footprint and LOS-blocking ability and you have a powerhouse that will protect your models from both assault and shooting. The portal is also very handy and I could write pages about it alone.
Essentially, my Necron army works by baiting my opponent into trying to Phase Out my 'Crons, and ignoring the objectives. Then I go to work glancing their vehicles and killing a few things here and there with the Monoliths. Meanwhile, the Deceiver goes to town in CC and by the time my opponent realizes they can't phase me out, it's too late. This also reveals something about how to beat Necrons. When you face Necrons, especially in a Massacre/Major/Minor tournament, the instinctual response is to go for Phase Out. Against a good player this generally isn't smart. As the interwebz always says: play the mission, not the man.
Next up, Part II: Necrons vs Shooty Armies
Monday, April 5, 2010
The Importance of the Army List
As interwebz players, we have all seen countless army lists and the discussions which revolve around them. I would actually say that I see more discussion of army lists than tactics. This is interesting because, for the most part, I would say tactics are much more influential in the outcome of a game than lists are. I don't like to toot my own horn, but I do very well in local tournaments with my Necrons against tough lists. Furthermore, I rarely come away from a game thinking I played perfectly but I lost solely because I was playing Necrons.
Yet, we still discuss army lists much more than tactics. Why is that? The answer is quite simple: it's easier to talk about army lists than it is to talk about tactics. With army lists, you have the list written out in front of you, and you have your codex which tells you your alternative options. There is no abstract thinking required. Now, I'm not saying building good lists is easier than playing, I'm saying they are easier to discuss. Tactics, on the other hand, require abstract thought in order to talk about. You need to be able to imagine and visualize the models on the table, the distance between units, and the terrain. This can be very difficult if there are no pictures provided, especially when you get into complex situations.
I like to think of the player and army list as a contruction worker and his tool kit. Take Mike Holmes from the TV show Holmes on Homes (if you haven't seen it Mike Holmes is a beast at renovation) for instance. Now let's say someone gave me a brand new, top-quality kit of tools, and gave Mike Holmes an old crappy one. I'm sure Mike Holmes could still do any renovation job ten times better than I could. This is because he knows how to use what he has to build something.
But where am I going with this? Think of Necrons as the old crappy tool kit, and Mech IG as the brand new one. They both have similar tools (anti-tank, anti-infantry, counter-assault etc.) but the IG list's tools are newer and better. However, a good player will make due with what he has, and the difference between the IG list and the Necrons is actually very small IMO (maybe 10-15% in power).
There is one big exception to this, however. That is if the list is entirely lacking in one area, or it has so little that what it has can be killed very easily. Let's say it has no anti-tank, then that makes a huge difference. Again, going back to the tool kit metaphor, if you give Mike Holmes a tool kit but you don't give him any nails, he won't be able to build much, no matter how skilled he is. Similarly, if he doesn't have any spare tools and one of them breaks (killed by your opponent in 40k terms), he won't be able to do what that tool did.
Every codex in the game is able to build a list with enough tools to compete. Some have very few tools for certain jobs, and some have only one good set of tools (Dark Eldar). Some have extra 'bonus' tools (psychic hoods, RoW etc.) but in the end I think too much emphasis is put on the army list. Some people build a list and don't playtest and then go to a tournament expecting to win with it. Then they get owned. This happened a lot at Adepticon with people using the SW Razorback spam list. Ignoring the fact that that list is not nearly as good in real games as it is on paper, people just took it without practicing and tweaking their list (it's always a good idea to try out different things in lists), and they got destroyed as a result.
So what do you guys think? Am I just crazy and the army list is more important than I believe? Does it depend a lot on luck? Also, do you have experiences of you or others using lists that everyone thinks is gonna get smashed and then does really well?
Yet, we still discuss army lists much more than tactics. Why is that? The answer is quite simple: it's easier to talk about army lists than it is to talk about tactics. With army lists, you have the list written out in front of you, and you have your codex which tells you your alternative options. There is no abstract thinking required. Now, I'm not saying building good lists is easier than playing, I'm saying they are easier to discuss. Tactics, on the other hand, require abstract thought in order to talk about. You need to be able to imagine and visualize the models on the table, the distance between units, and the terrain. This can be very difficult if there are no pictures provided, especially when you get into complex situations.
I like to think of the player and army list as a contruction worker and his tool kit. Take Mike Holmes from the TV show Holmes on Homes (if you haven't seen it Mike Holmes is a beast at renovation) for instance. Now let's say someone gave me a brand new, top-quality kit of tools, and gave Mike Holmes an old crappy one. I'm sure Mike Holmes could still do any renovation job ten times better than I could. This is because he knows how to use what he has to build something.
But where am I going with this? Think of Necrons as the old crappy tool kit, and Mech IG as the brand new one. They both have similar tools (anti-tank, anti-infantry, counter-assault etc.) but the IG list's tools are newer and better. However, a good player will make due with what he has, and the difference between the IG list and the Necrons is actually very small IMO (maybe 10-15% in power).
There is one big exception to this, however. That is if the list is entirely lacking in one area, or it has so little that what it has can be killed very easily. Let's say it has no anti-tank, then that makes a huge difference. Again, going back to the tool kit metaphor, if you give Mike Holmes a tool kit but you don't give him any nails, he won't be able to build much, no matter how skilled he is. Similarly, if he doesn't have any spare tools and one of them breaks (killed by your opponent in 40k terms), he won't be able to do what that tool did.
Every codex in the game is able to build a list with enough tools to compete. Some have very few tools for certain jobs, and some have only one good set of tools (Dark Eldar). Some have extra 'bonus' tools (psychic hoods, RoW etc.) but in the end I think too much emphasis is put on the army list. Some people build a list and don't playtest and then go to a tournament expecting to win with it. Then they get owned. This happened a lot at Adepticon with people using the SW Razorback spam list. Ignoring the fact that that list is not nearly as good in real games as it is on paper, people just took it without practicing and tweaking their list (it's always a good idea to try out different things in lists), and they got destroyed as a result.
So what do you guys think? Am I just crazy and the army list is more important than I believe? Does it depend a lot on luck? Also, do you have experiences of you or others using lists that everyone thinks is gonna get smashed and then does really well?
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