Saturday 31 March 2012

Moofool Day One - Quick Recap

Quick post to update how Day 1 went at Moofool.  Unfortunately due to variety of reasons I was not able to take the Necrons, so plumbed for a untried Loganwing. 

So far I am 1-1-1.  I have played Blood Angels (Caolan with Blood Rodeo), Tremor Necrons (Darren) and Mech Guard (Daniel).  Three interesting games with me being unable to win any of the primary objectives so far but doing well on Killpoints - I think Neil over at 11th Company is really onto something here. Otherwise the atmosphere has been great, the company excellent and the games a learning experience... Highlight has been Marbo killing Logan in combat!!  Otherwise I am learning every game how to use the Logan and his boys and will be making small but important changes to the army the next time I take them out. 

Tuesday 27 March 2012

Moofool and Further Thoughts

This weekend I will be heading down to Cork to take part in Moofool - the celebration of the coming of age of a certain young member of WAC.  I deliberated hard over what to take and submitted my list in the hope that certain items arrive via post in time to prep them.  Initially I was going to give my Wolves a last runout for 5th ed, but seeing the numbers at Itzacon, I decided to help bump up the Necron numbers.  In the previous post I gave my thoughts on HQ selections and as promised here are my thoughts/experiences on the other FOC choices and how it has influnced my army for Moofool. 

 I think skipping the Elites section of the Necron's at the moment is probably a wise choice.  Yes the Writhing Worldscape Ctan can be ok, but it requires too many factors to work out.  The Stalker too can be decent but easily tied up in close combat.  Lychguard are more expensive than Wraiths and while they benefit from Reanimation Protocols, they require court and character support to make them decent - they are a poor deathstar when compared to other codex equivalents.  That said, they can have a roll in some very specific armies.  I have tried them out and they have performed admirably if not spectacularly.  Deathmarks I have tried and found them lacking due to their limited range - you have one turn to kill whatever you want to and then you die.  Since early January I have too a large degree run without any Elite choices but would consider one or 2 again in the future depending on how things change in 6th Ed.

It is amusing that initially one of the complaints about the Necron codex was the paucity of troops selections and their apparent weakness.  I remember back in November, many people complaining that warriors were awful and not worth bringing.  Immortals, back then, were not much better and complaints about the lack of FOC manipulation were rife.  I think it is accepted now that much of the complaining was overboard and that indeed the Necron troop choices are solid.  Yes, mostly the troops are seen in the MSU flavour of 5 x "warriors/immortals with attached Cryptek" but due to RP they can be quite difficult to shift. The few times my troops have encountered death and destruction has been due to poor play or bad matchup - looking at you Ymgral Stealers!  Otherwise I have found and tried the following.  Large Immortal squads: they are not necessary - instead of two 10 man units run 3 units of 7, 7 and 6.  The choice between Tesla and Gauss is not so simple - I think Tesla wins out due to the ability to move and shoot but Gauss Immortals combined with a Veiltek can be nasty.  Large Warrior squads:  great with a Phaeron and res orb and even better with Zandrekh due to counter-tactics and Obyron.  20 Warriors counterattacking with Obyron and 2 Lords with Warscythes and Mind Schakle Scarabs is nasty but a huge points sink.  Still in the ETC Cleanse Mission it can be quite fun shifting the balance of points like that!

Fast attack has often been described as the juicest of the FOC slots in the codex and nothing I have experienced has challenged that.  Indeed with the choice of Wraiths, Scarabs, Destroyers and Tomb Blades there is too much to fit into 3 slots.  So my experiences have led me to this point - I won't be taking Scarabs.  While they are good versus Mech, the sheer number of counters and speed bumps that are finding there way into armies means that their efficiency has dropped.  Against certain armies they can be great, but increasingly I have found they simply don't do what they should.  I am talking here outside of the Scarab Farm idea where you are starting 2 large units and then building one up while holding the other back and then farming it when the first has gone off.  Instead the idea of running 6-10 as a single FOC with a small Farm just isn't as effective as it first was due to the counters.  I won't totally discount that some folks can get use of a 5 base unit but I am not convinced it is good enough to warrant a whole FOC slot to itself.

This is due to me liking Tomb Blades.  30pts for a T5 model with a S6 small blast is not something I can easily ignore.  Having a 36" range with RP and the ability to turbo-boost, contest objectives or tie up non-dedicated CC units (i.e long fangs) makes them IMHO just too versatile to overlook.  Yes, good opponents spread out so as to minimize the number of hits a blast marker can do but often the opportunity arises during the course of a game to land numerous hits on a unit that often is wounding on 2+.  I don't think I will change many folks minds but I am enjoying their functionality a lot.

I haven't tried Destroyers yet so I can't comment but I think competition in this FOC slot is too fierce to see them as anything but Heavy Destroyers for some extra AT firepower.  This leads me onto the my last choice.  In the last post I mentioned that at Warpcon I felt that I often needed an extra units of these - Wraiths.  To some degree they have stolen the thunder of Scarabs and have fast become the favourite choice of many Necron players.  In my experience they have proven to be simply brilliant.  In only 1 game at Warpcon did they fail me and that was my mistake.  Otherwise they outperformed themselves.  I know that certain internet pundits have called them useless but honestly I don't agree.  The ability to tie-up units, kill non-dedicated assault units and move about quickly has led to me include that second unit.  Natually they have their weaknesses - this being massed firepower and S8.  The former can be mitigated to some extent by wound allocation and having 2 wounds, the latter by a 3++ save.  Yet in my experiences so far the single biggest factor protecting them has been nightfighting.  The fact that in many cases they only suffer 1 turn of shooting before assaulting means that often they arrive at full strength.

The last FOC, heavy support, is for me decided by what has been taken in the other FOC slots.  Running Night Scythes, then Annihilation Barges fit.  Running Scarabs then Tomb Spyders fit.  I know an argument can be made for a monolith but I have yet to test it out so have no experience with it to give an opinion.  I have in the past run 2 Annihilations Barges and a unit of Tomb Spyders but recently I have found that since my swarm has been dying so quickly my Spyders are often left with nothing to do except trying to make CC.  I would take another Annihilation Barge over the 2 I already have but I don't have the model and won't be buying one until I know how Tesla will fare under 6th ed.  So therefore I am, unwisely, not maxing out my Heavy Slots.  Also I have such a love/hate relatiosnhip with Tesla as I just don't find it reliable enough in doing anything except supressing AV11.  That is a problem for me especially due to the number of GK, BA and Guard players one can potentially meet.  This problem is exacerbated on the Annihilation Barge due to its speed preventing it from getting into range until T2 often and hardly ever in the flanks.  This issue though is for a different post, perhaps.

So there are my thoughts and here is the army that I am bringing to Moofool:


Bargelord w/MSS, 2+/3++, Scythe
Bargelord w/Scythe

2 Pulseteks
1 Veiltek
1 Stormtek w/Lighting Field
2 Tremorteks w/Harps

2 x 7 Tesla Immortals
2 x 5 Warriors

2 x 5 Wraiths w/2 Coils, 1 Pistol
5 Tomb Blades w/Beams

2 Annihilation Barges

I will hopefully get in a few more games with this army before I go and then post up some thoughts on how it functioned and batreps when I get back.  Looking forward to the weekend and showing the upstart young races the glory of biotransference.

Friday 23 March 2012

Necron Thoughts - 3 months on

Has it really been 3 months?  Just over 9 months to Christmas again?  Crazy how time flies.  Anyway this post isn't to reminisce about the past Christmas but rather to present how my thoughts on Necrons have developed over that period. 

These are my thoughts and experiences and how I developed my army building.   I looked back recently at a thread that was raging about how Matt Ward had failed all Xenos players by releasing an awful awful codex.  The Necrons, the thread alleged, had been "Nid'ed".  They had little Anti-Tank, their troops were awful and everything was overpriced/underpowered.  The only decent things in the codex were scarabs and Overlords.  I know a certain "8th Warrior" would have always said that Scarabs rocked but that is digressing. 

In that thread I posted that in my initial opinion the Necrons were as good as Dark Eldar, who were prior to Grey Knights, a very good codex.  My post was lost in amongst the angst and gnashing of teeth but I held to my view despite having not playtested them.  A month later and my plastic toys arrived, were built and I started getting some small 1000pt games in with them.  Quickly it became apparent that a number of the initial thoughts I had about them were correct.  The Overlords on Barges were brilliant, The ability of a warrior to stand back up could not be underestimated.  Wraiths were excellent and Scarabs were every bit as good versus slow moving/stationary mech as the internet had proclaimed.  Spyders too were good value and their close combat ability could not be underestimated.  It also quickly became apparent to me that one of the best pieces of wargear was the Veil of Darkness.  The ability to redeploy units quickly and even to come on via deepstrike from reserve was too good to pass up. 

With these experiences in mind I started building up the force for Warpcon at the end of January.  I had decided that at this stage I needed more wraiths but the rumours were pointing at that stage to a release in February, so I wasn't going to commit to buying any until had seen what the new platic models looked like.  So it was I built the list with what I had and what I though would do "well enough". I knew going in that if I came up against any type of Horde List (Guard, Orks, Nids) the army was going to struggle as it didn't have the numbers.  I felt reasonably comfortable versus GK, Guard and Wolves. 

So it was I took the following:

2 x Overlords on Command Barges w/Mind Shackle Scarabs, 2+ Save

2 Crypteks with Solar Pulses
1 Cryptek with Eldritch Lance
2 Crypteks with Veil of Darkness
1 Lord with Res Orb, MSS and Warscythe

10 Gauss Immortals
10 Tesla Immortals
5 Warriors

6 Wraiths with 2 Whip Coils and 1 Particle Caster
6 Scarab Bases

2 Annihilation Barges
3 Tomb Spyders with 1 Gloom Prism

I then promptly played 3 Foot Horde armies at Warpcon - Guard, Wolves and Tyranids.  Those turned out Loss, Win, Loss.  I honestly did not expect to win against the Wolves but got lucky against an opponent that hadn't faced off against Necrons before.  My other 2 games were against hybrid necrons and Wolves and both of those turned into wins.  So my army had gone 2-1-2, something I was quite happy with.

What I took from the tournament was this - Wraiths are good and I needed more.  This would be the recurring theme of the weekend where I consistently found myself short of CC ability.  Overlords on Barges (Bargelords) were also very good with MSS and the 2+ save often helping in CC, while I only played 2 armies where I could realistically sweep attack and in both games was key to stopping the enemy forces. Court Lords are overpriced and not good enough - my one cost me 90pts and did little all weekend.  Squads of 10 immortals, particularly Gauss, are too big and that 3 medium sized squads would have been better.  Veilteks are good but 2 is probably unneccessary as the board is quite crowded and savvy players spread out to assist one in suffering a mishap.  Scarabs are good but they die easily to fearless saves and cannot be depended upon to kill fast moving vehicles - also they die in droves to any sort of unit that can put out a decent number of attacks or cause instant death. The 3 Spyders were good overall and I considered them a worthwhile investment.  Finally the Annihilation Barges were far too random for me, often not even surpressing a rhino so I seriously considered dropping them.   

Since then 2 months has passed and I have played more test games.  Over this time some changes were made and then reversed.  I tried the Lance Courts (4 Lances w/Chronotek) and found them to be slightly worse Long Fangs.  That and focussing all the AT in 1 unit often meant my opponent targeted that unit until it fell over, which when talking about GK/DE didn't take too much.   Yes, with Everliving it meant they could stand back up and get one reroll but it simply provided a single target to be eliminated.  I would consider this unit again, if I ran a Ghost Ark, but I don't own one and don't intend, currently, to buy one.   I also tried the 2 lanceteks in MSU warrior squads but found that to endanger my scoring units that I didn't want to present as targets.  Once again I can see the value, when combined with Night Scythe's but then I am still not convinced that Tesla is that great. 

So how do my courts look like now?  I am still taking 2 Pulseteks, although I think every army that can is now taking multiple searchlights but they don't have to be used Turns 1 and 2.  I am still taking 1 Veiltek to give me the ability to reposition quickly.  The most significant changes are the fact that I have replaced the Lord, Lancetek and Veiltek with 2 Tremorteks with Harps and a StormTek with Lightning Field.  This has increased my flexibility with regards to Anti-Tank as I now have 2 more ranged shots that can either dissuade turbo-boosting or attempt to reduce armour on certain vehicles that might otherwise present a problem.  Also the Stormtek has 4 haywire shots (at S5) potentially allowing me to stop an important vehicle from shooting/moving etc.  The Lightning Field was because I points left over and the ability to inflict wounds on a unit at S8 when charged is handy if not that great.  Points can easily go into another Whip Coil on a Wraith but will leave it as is for the moment. 


What abouts HQ Choices?  I passed over Anrakyr due to an answer I had received from the GW FAQ team saying that the January FAQ about firepoints was applicable to Open-Topped vehicles.  That said fully expecting them to update the FAQ, I have left him out of all my lists.  Yet it appears that the ETC will be allowing him to do his shenanigans from inside a Command Barge, so I will look at him again.  I have, otherwise, tested out different loadouts on my Bargelords.  Simply put, I have found that one tooled up Lord with 2+/3++ save, MSS and scythe is amazing at holding up and killing over time a good number of units.  I also now run one bare Bargelord with just a Warscythe.  That way I have something that is disposable against chaff and use him to draw out the Melta Guns etc. 

Let me post this up - thoughts about Troops, Fast Attack and Heavy Support at another time.  Also why I dislike Tesla... but also endure it will come later.

Thursday 22 March 2012

It might just all fall apart - you know...

I should be painting metal on my Necrons.  I really should but I am not ... instead I am sitting in front of my laptop finishing off this blog post started in January.

Everyone has an intro post on their blog, so going with convention let me do the same.  Simply put, I like playing with plastic (metal and resin as well) toy soliders.  I enjoy pushing around the models while enjoying the fun of doing it.  I have no preference for any one system of gaming but presently I am playing 40k almost exclusively.  I am hoping in the near future to try out some Flames of War, thereby bringing out my 20mm WW2 models out of their enforced retirement but until that process starts I am sure this blog will focus on 40k.

Anyway the title refers to my wife telling me my attempt to put together some necrons earlier this year were bound to fall apart as I was not using enough glue and she was right.  Yeah Necrons.  Anyway let me post this up and test if this blogger thing actually does what it says on the tin.  Next post some of my thoughts 3 months after taking up the metalheads.