Tuesday, December 27, 2011

Woot!! Voted for top list of 2011 by interwebs celeb..


Shameless self promotion, but is there any other kind?

Post on Blood of Kittens by TastyTaste, I was nominated one of the top five army lists of 2011, then reposted by my friends at White Scars I finally found out yesterday when my friend Andrew dropped me a PM..

Shameless Self promotion over, back to drinking eggnog.. Happy Holidays everyone

Friday, December 23, 2011

New Round of Bases.... AdMech Factory Ruins

Adeptus Mechanicus Bases!!


Sorry for the delay in posts, I won’t bore you with all the “fun” things I have keeping me busy at the moment but I am hoping to make a couple big announcements in the next several weeks..
Bases are WIP pre-cast. I did a nice sloppy wash to bring up some of the details due to the white on white plasticard work.

25mm's

40mm's

Bikes's

60mm's

I am really happy with the 60mm and the 40mm bases, “like” the bike’s and am as happy with the 25mm’s as I can be… The small size and making them generic enough to fit any type of standard foot on them is pretty restrictive.
The 120mm Ovals are coming in the next two weeks, I ran out both the base size and time for this production run.
As always feedback welcome!




Sunday, December 11, 2011

Painted Egyptian Bases Part 2, 40mm Bases...AND Made it on FTW Main Page!!!!

Because I am SUPER GEEKED about it will start with FTW!

From The Warp

Now on to the bases!!!

Tuesday, November 29, 2011

-Woot!!- made it up on Mini War Gaming again...


Little bit more directly this time!

About half way through he does 2 minutes on my baseline..

Painting up the x11 40mm bases now for the website.. Then thinking of raffling or auctioning the painted ones off...

Wednesday, November 23, 2011

Painted Egyptian Bases...

A quick post, just finished some samples of the first wave of casts.

First our bases made it on MiniWarGaming on into Matt's Necrons!! Check the video around minute 2:30... Additionally you can see the "peach" colored disks in the background of his table.. Also mine!

60mm Bases

Wednesday, November 16, 2011

Mechanicon (part 2 of 2 part recap)


To start I had a couple great conversations with both the Mechanicon staff and Chris (Mastermolder) about expensive tournaments… Mechanicon is one of the more expensive ($125 ticket price) 40k GT’s on the East Coast which has turned a lot of people off and I have heard there has been drama on the Interweb about the price and where the money goes. One thing people forget is unless it’s in a gamestore a huge chunk of the gatefee goes to paying for the Hotel. Ballrooms are not free, often costing thousands of dollars. Additionally Tony’s crew has some of the best tables around. Professionally built 4’x8’s, high end terrain, which adds up quickly.

Monday, November 14, 2011

Post Mechanicon Part 1 of 2


A huge group of the Beltway Gamers decided to take the leap and head up to Mechanicon for the Warmachine events, and jonesing like a junky for a fix I signed up for the 40K GT event.
A few weeks passed and I realized days before the Mechanicon weekend I had not played a single game since The Battle for Blobs park!! With a busy work schedule and a couple personal projects keeping me busy I checked the rooster of scheduled events and found the Friday Night Fights Imperial Armour event, for $15 dollars I could get 3 games in, some great practice, and maybe win a Forge World event with my standard bike list…

Friday, November 11, 2011

First wave of Egyptian Bases are in!!!

Guys and Gals,

The first wave of bases are in! They look amazing (I am slightly biased of course)! I actually pre-sold enough of the 40mm bases that I only had 3 of the 11 styles left for photos (Terrible problem ‘eh?) but another waves of them are already in the mail to me.
My partner Jeff sent out a set of the first run to Matt at MiniWar Gaming and there is a rumor floating about that they are going to be using them for the in-house Necron army and we might get featured on their website!

Tuesday, October 25, 2011

Objective Markers!

Following complaints about my old objective markers (read 8” tall obelisk), and their weight I figured it was time to make some objective markers.

Trying to add some more color to both the Game Table and my display boards I tried to tie them in as much as possible with the overall artist flow of the rest of my army.. 

Feedback welcome, a few of the photo’s ended up with some weird color balance..

Sunday, October 16, 2011

Bases, new take an old idea part II


With allot of feedback, a couple sales, bunches of questions and several feelers for the other bases for use with Necrons I rushed to finish the rest of the bases.
Keep in mind these are the WIP pictures, pre-prime and pre-cast. They don’t look like much but I am sending them out tomorrow for production and cannot wait to get them back, paint a few and put up the finished product.!

Bike Bases First of Course (working on 5 more)

40mm Rounds (11 Total)

60mm Bases (4 Styles, I had a ton of fun!)

And Finally 120mm Oval.. Great for Monsters and Flyers

I have several requests for Industrial and Ruins, working on those lines next! Additionally if you like making bases, want to make a couple hundred quickly and want to be immortalized in “resin” drop me a line!
Mention WhiteScars and get 15% off!
Last but not least here are links to the Pre-Order auctions on my eBay store..











Sunday, October 9, 2011

Bases, new take an old idea crowding and in on already saturated market

I few months back I mentioned to some of the White Scar's guys I was looking to start a small side business (I have two currently plus my full time job... Not saying I have a a problem but...) and finally allot of the kinks are worked out!

We are using a different material that is cheaper, non-toxic, does not require mold release. It can be drilled and altered. Additionally is it much heavier then resin bases giving the figures a good amount of heft.
We have a first run of Egyptian 25mm rounds done. These were a bit of a rush job as I needed them cast and returned in multiples but I made up 20 different bases for the new Scouts (posts soon) the were featured for the first time at Blobs Park.

 40mm, 60mm and bike bases currently WIP.

They were painted using the same basic paint scheme as found here

The bases unpainted..



Feedback and suggested lines are VERY welcome..





Monday, October 3, 2011

One of the Best Hobby tools you never owned...


6" Digital Fractions Caliper



Why?
Well if you can't do conversions in your head quickly you will still know right away what drill bit is needed for pinning the model, making a kustom combi-melta, and better yet confirming all those other measurements around the house...


How?
My favorite cheap tool store, Harbor Freight has a fairly good (for the price) model on sale for 50% off this past week, and if you have the 20% off coupons found in many men's magazines you can stack..$12.99 before the second discount

Monday, August 15, 2011

The Road to Blobs Park…

As I cannot make the Nova Open this year (In Hawaii for a wedding, terrible I know) I am prepping for the next Major tourney in the Area, The Battle at Blobs Park.
 


It’s an outdoor tournament in September, well run by some of the local ‘Ard Core gamers in the area, it’s in a German Beer Garden!! Additionally I took first last year and I figured it would be fun to try and retain the title.

I am working on Modifying my current 1850 Bike list to fit with the 2000 point value, without doing any major list overhauls as I am a slow painter.

I figured I would repost my 1850 list and take some suggestions as to what to add.
The temptation is to add a Libby on bike, but...

Total Roster Cost: 1850
1 Kor'sarro Khan, 160 pts (1#, 205 pts)
1 Moondrakkan, 45 pts
7 Space Marine Bike Squad, 195 pts = 7 * 25 (base cost 25) + Meltagun x2 20 (9#, 310 pts)
1 Attack Bike, 50 pts = (base cost 40) + Multi-Melta 10
1 Sergeant, 65 pts = (base cost 40) + Power Fist 25
7 Space Marine Bike Squad, 195 pts = 7 * 25 (base cost 25) + Meltagun x2 20 (9#, 310 pts)
1 Attack Bike, 50 pts = (base cost 40) + Multi-Melta 10
1 Sergeant, 65 pts = (base cost 40) + Power Fist 25
4 Scout Squad, 65 pts = 4 * 13 (base cost 13) + Sergeant 28 (5#, 80 pts)
1 Sergeant, 15 pts = (base cost 10 + Melta Bombs 5)
4 Scout Squad, 65 pts = 4 * 13 (base cost 13) + Sergeant 28 (5#, 80 pts)
1 Sergeant, 15 pts = (base cost 10 + Melta Bombs 5)
1 Dreadnought, 125 pts = (105 + Twin Linked Autocannon 10 + Twin Linked Autocannon 10)
1 Dreadnought, 125 pts = (105 + Twin Linked Autocannon 10 + Twin Linked Autocannon 10)
1 Dreadnought, 125 pts = (105 + Twin Linked Autocannon 10 + Twin Linked Autocannon 10)
1 Thunderfire Cannon, 100 pts
1 Thunderfire Cannon, 100 pts
1 Thunderfire Cannon, 100 pts
1 Land Speeder Storm, 50 pts
1 Land Speeder Storm, 50 pts
1 Land Speeder Squadron, 90 pts = (base cost 50) + Typhoon Missile Launcher x1 40

As always feedback welcome!


Monday, August 1, 2011

The Warstore; Why buying online can be the right choice…

For all the posts complaining about Games Workshop’s price increases, rules we hate, tourneys that go wrong we infrequently take the time to say thank you when something goes right…
This is a long overdue thank you to Joe Latham, and The Warstore.

First let me start with a few important points;

1)Almost every post (including my Finecast rant) focuses on the negative, I figured a positive review would be a nice change of pace.
2) I am no way getting sponsorship from the retailer, The Warstore.
3) Supporting your local FLGS is key, without them we would all be playing in our basements.

Recently I won a good amount of “Warstore Credit” at The Colonial, a GT Qualifier Tournament in NJ. Awesome right? Small problem, I missed the announcement it needed to be used the booth they had in the WHFB / Dealers room while my friend Marc added color commentary to the awards ceremony! Two months later I emailed Joe oblivious to the expiration, asking how to place an order. Rather than tell me I was S**t out of luck, which would not have surprised me, I instead got a nice personalized reply detailing how to still use the credit, and within days I had all of the nice pretty toys I was dreaming of in my hands!

Now if this was the first time I had a good experience with a retailer, regardless of how great, I would be a lot less likely to take the time to say thanks in such a public fashion. This was the THIRD time in less than that many years. The first time with a misspack on a bits order, I got to keep the mistaken shipment and they mailed me out a replacement. The second time last Christmas I ordered some of their Fuzz Box Econo Trays as a gift for a friend. I received the wrong item, and they worked with me going above and beyond to make it perfect and then finally The Colonial gift certificates.

Now again I say it’s important to buy at your local game store, but sometimes they don’t carry everything a large online gaming Mecca like the The Warstore has. Before going to eBay consider looking here.

Monday, July 25, 2011

Winning without being a Douche

Winning a game should be simple; Outplay, out think, out roll and win the game right?


Finishing a game cleanly without making an enemy can be tricky especially when you’re on the top tables in the final couple games. Balancing the need to take all the objectives, kill that last model and not crushing the soul of your opponent can be tricky.

With this in mind some of people at the higher end of the circuit will claim the mood of the other player means little, if not nothing. They directly/indirectly encourages bulling and more and more often tournament games seen to be more about a cult of personality and less about clean games .

Having personally learned the hard way, I have to disagree. Winning at all costs can and does have long term consequences. You have to choose for yourself if it’s worth it.

Some thoughts.

-Club level games are just that, keep in mind you’re playing with people you’re going to see again, play often. Payback sucks.

-Even if it’s a potentially a game deciding dice roll, avoid chanting for a bad outcome, especially if your destroying him…

-A rule that can decide the game, especially if you’re aiming for an obscure interpretation, it best to check with a TO beforehand. Fighting over rules burns bridges.

-If your opponent is clearly crushed, has gone quiet and sullen consider offering to “call the game” here. Few people will ask to end it early, but many will take the Olive Branch if it’s extended.

-Share the wealth..... Buy a beer for the guy you just crushed (lunch works too, but is a lot less fun). Consider using some of the store credit to get something for the kid your destroyed.

Feedback as always welcome!



Tuesday, July 19, 2011

Loosing the Game, how to make friends (or not..) and influence people.

Loosing gracefully, Harder than you think..


A great game with allot of excellent back and forth high paced action is always a pleasure, and few will begrudge a loss when faced with excellent opponent who truly challenges them, but the one sided blowout is a bitter pill to swallow.

This has come up personally a couple times, and to be honest is something allot of us struggle with, especially when competing on the tournament circuit.

Now I am not suggesting you concede a game, especially if it’s game 5 on table 1, but there is a difference between finishing with grace and turning it into a grudge match!

Sunday, July 3, 2011

Whitescars T-Shirt Design Contest...

As seen here! Simple, fun and good rewards

Monday, June 27, 2011

Space Marine Scouts: A Three part Unit review and tactical walk through (Part 4??)

Part 4: Space Marine Landspeeder Storm
Originally for the WhiteScar's .Part 4: Space Part 4: Space Marine Landspeeder Storm





Yes this is part four of a three part series… The more I wrote breakdowns for each of these subsets of the scouts the more I realized I would need to devote a separate post to the Storm.

Technically of course the Landspeeder Storm is not a Scout in any way besides the name. However It can be an essential part of a scout heavy strategy.

Strengths & Weakness:Cons:
Not a dedicated transport; Not available in squadrons; AV10; Open topped Vehicle. BS 3
Pros:
Fast Skimmer; Open Topped(Allowing assaults from the transport); Jamming Beacon; Cerberus Launcher; Scout.
Upgrades Breakdown:

Heavy Bolter: Stock, and I personally believe your best choice. With 3 STR 5 shots you have a good amount of shots to help put a couple wounds on the targets of your squads assault without making the storm a high threat target.
Heavy Flamer: 10 points of napalm goodness! With the lower BS this can offset that weakness. You will rarely get a 1st or 2nd turn shot, most especially if you have dropping the scouts. It does increase the chance of it taking early incoming fire.
Multi-Melta: 15 points , and unless you are running a Vulcan list this might be a waste of points.
Assault Cannon: 35 points… It’s not twin linked, it is 4 shots at STR 6 Rending… Unless you have a lot of extra points to spend I think this should be avoided.

Tactical Uses:

Simple right? Deliver the payload of scouts and your done…. Right?

Wrong..
The LS Storm is a swiss army knife of protective and defensive tools…

Objective Holder / Denier:
Regardless of Scout Moving them, Outflanking etc until you get the scouts out of the storm they are protected. Assuming you keep the storm stock your also not giving up a lot of fire power Turbo-Boosting the storm each turn, taking advantage of a constant 4++ cover save..

Screening:
The Scout can serve two critical roles when it comes to defensively screening your army
Deep-Strike Protection: With the Jamming beacon you not only prevent ANY anti-scatter equipment/rules from working. It additional will cause double the scatter distance. Since you cannot pre-measure it will often cause your foe to second guess his placement. Two or more Storms and some good deployment you can create a large defensive bubble.
Scout Move Protection: Between BA and IG etc there are a number of units considerably more dangerous then the Storm itself. Good Scout moves can block lanes of traffic and keep the opponent a turn delayed in exercising his strategy.

Scouting:
The main reason to buy a Storm is to deliver Close Combat Scouts! Please take a look at the previous post!
Advanced Tactics:

 
Deep Strike Shenanigans:
Vs Deepstrike Heavy armies one tactic I have employed more than once is to deny choice deep-strike targets by parking the Storm in the center of where they want to go instead of sheltering your forces. This works best vs Terminator heavy army but can still be useful when facing Daemons. At the Colonial vs Nick Navanti I shielded the sides of my forces and encouraged him to bunch up the majority of his incoming Daemons giving my TFC’s and Flamers the best possible effect with this tactic. Additionally If you leave the opponent only terrain to DS into you can almost count on racking up a couple wounds to dangerous terrain tests before the first shots are fired.

 
Objective Denier:
After the Storm is free of passengers, the Scouts have fallen in battle HIDE the storm, keep it moving every turn, keep it alive and a low priority threat until turn 5+ when you can use it contest the enemies objective. Try and plan ahead allowing for the a Turbo-Boost to give both the 4++ and the required 6 to hit in Close Combat.

Alpha Strike:
This can work regardless if you get first turn, but it must be understood sacrifices will be made.
You have first turn: Non-DOW deploy as close as possible to the enemy. Scout Turbo-Boost, move 12 disembark from the transport and assault choice targets…. VS Soft targets always consider a multi-assault vs 2+ targets. Hitting a Firewarriors Squad and a Hammerhead at the same time should end up locking you in combat for an extra phase and give you the bonus of hitting stationary vehicles. You will probably lose all of the scouts but with a little luck you can tie up the targets for several phases before they fall.
You have second turn: Depending on the target and your construction you can force the opponent on the defensive from the beginning. Scout move the Storm(s) towards the weakest point in his line, and watch the enemy move vehicles they would not otherwise (robbing them of firepower) and dump a tremendous amount of firepower trying to bring them down. With a little luck between both of defensive actions taken you might end up shielding the rest of your army from all incoming fire for a turn.
Bait:
In objective games I have drawn off several times the value of the Storm+Scouts into a distant, unimportant corner trying to bring down a “soft” target. Between the Turbo-Boosts and 6 up required to hit it in close combat. Often drawing Mephiston away from the rest of your army can end up paying you back in spades.

Rapid Response Unit:
Identical to the 3rd post, but out of a transport! Deployed on the board or in reserve the Storm can deliver the added CC punch your bikes need to pull themselves out of a endless combat. This has to be done intelligently however, as it can backfire and cause combat resolution against you.

Cerberus Launcher:
It may seem odd to put this stock wargear in the advanced tactics, but using it can be difficult to master. The Cerberus Launcher causes the leadership of unit(s) targeted by the scouts assaulting out of it by 2 for the duration of that assault phase. That included COUNTER CHARGE and Psychic Tests… Stack a pair of storms and scouts on a squad or two of Lonfangs and not only will you force them to make the counter charge on a 4 or less but your also subtracting 4 from their leadership when (if) you win the close combat! Thanks again Eric!

Conclusion:

The Storm is well worth it’s points when paired with Close Combat Scouts…. Two is better then one but as they cannot be purchased as a squadron each robs you of a FA slot that could be used for valuable squads of Attack Bikes or Landspeeders. I think the critical defense they provide are more than worth that sacrifice but each general will have to decide if will include them.



Feedback / Questions welcome..

Friday, June 24, 2011

Yet another Rant about Citadel Finecast... (Part 2)

Not to beat a "Dead Horse" but it appears there was some reason to be concerned with Games Workshop's Finecast..


I have yet to purchase a single finecast model, due to obvious flaws visable in all the blisters I saw both at my local store (Dreamwizards) and the bunker... And there is not a chance in hell I am going to buy a box set (read techmarine) unless I get to open and inspect it on the spot...








Monday, June 13, 2011

Space Marine Scouts: A Three part Unit review and tactical walk through

Part 3: Space Marine Close Combat Scouts
Originally for the WhiteScar's .Part 3: Space Marine Close Combat Scouts.
Mid-Heresy Scouts Courtesy of Magos Explorator (WarSeer)

As I mentioned I broke the Scouts themselves into two separate posts because of how differently they can be used based on the “free” equipment you can swap out to customize their role in your army.

Again an overlooked tool in the Codex: Space Marines, the Close Combat Scout is the better half of the pair in my opinion, much more useful for most players both in holdings objectives, tying up the enemy, screening and even rapid response to assaults on your more valuable units.

Lets break down their weakness and strengths.
Cons:
Basically identical to my last post, they appear expensive when compared to their fully grown brothers at only 15 points cheaper for a 5 man squad and only 3 points cheaper for each additional man; Low weapon skill; Low BS; Limited Anti-Vehicle Options. NO DEDICATED TRANSPORT! The lack of even a Rhino / Drop pod really restricts their usefulness.
Pros:
Versatile; Combat Squads; Infiltration; Scout move; move through cover; They are scoring troops; Good short range spam weapon in the Shotgun; Excellent Close Combat unit, when replacing the bolter the scouts end up with 2 attacks each, 3 on the charge.



Upgrades: (A new addition, requested by many)

CCW to replace the Bolter is a must, period, if you plan to get in combat…
Shotguns are excellent if you plan to use them to screen, “hi-jack” (covered in advanced tactics), but I like CCW’s better.
Missile Launcher can be a worthwhile upgrade for larger squads if you plan to park or you have points to spent. The threat of a infiltrated SR8 can draw WANTED firepower.
Melta Bombs are essential to tank busting and MUCH more points efficient then a power fist, speaking of….
Power Fist a waste of points 99% of the time, 25 points on a 4+ save is not worth it, however…
Power Weapon is a excellent choice if you plan to “hi-jack”(covered in advanced tactics) or buy them a Storm (Covered in Post 4)
Combi-Weapons to role and taste…

Tactical Uses:

One of the often overlooked / misunderstood principles is a unit DOES NOT have to earn their points back to be effective, trying up two to three times their value in points to kill them serves as valuable purpose. Dividing the enemy or even distracting them from the mission is worth as much or more in my personal opinion!

Regardless of how you end up using them; a screening objective holder, counter charge or shock trooper with the right mindset your going to be happy with how they perform.


Objective Holder / Denier:
Again, you can use them to screen, control your enemies deployment, and scout moves by announcing you’re going to Infiltrate. The threat alone will often cause hesitation. Buy the Camo cloak (or add Telion) and start with a 3++ cover, 2++ if you go to ground forcing them to commit to destroying them. Units purchased this way would be more effective if a missile launcher was purchased as it reinforces the image of a threat. If possible deploy on the 2nd or 3rd floor of ruins to draw the foe into a failed charge as you have to be able to go both forward and up within the movement, this could put you in a perfect position to torrent and counter-charge.

Screening:
Same as the Scout Snipers. If you like heavy weapons (Devastators, TFC’s, etc) you can deploy them to effect allowing cover saves. Shotguns or full CCW are equally effective.

Scouting:
With Meltabombs purchase, and the most recent FAQ allowing all possible grenades, in a multi-charge you can use one to attack on initiative and every scout on a vehicle will get STR6 hits on rear armor.

Counter-Charge:
Fielded in front of valuable units vs a deep-striking force to give cover, or behind for “fast” force you control the pace of the assaults. Knowing you have a 5 – 10 man CCW Scout force ready to counter charge into a melee could be enough to encourage you enemy to over commit to a flank to break you, or even ignore it long enough to sway the control of the game.

Advanced Tactics:


Sacrificial Scouting:
Suggest using with two 10 man squads to get full effect.
During deployment the threat of scout assault on the flanks will encourage your opponent to cluster his forces more towards the center of the board, giving your bikes much more room to move and allowing you better control the pace of the game. If he does not and spreads his forces out you have a 66% chance with each squad to get the side you want, and even if you are not in range the first turn you come on the board it should be enough to force an opponent to choose between dealing with bikes this turn or scouts the next.

The best use is ff you end up going second, and he did cluster in the center of his deployment. Infiltrate them about 2 turns of movement from the foe to give your bikes additional turns of lighter incoming fire.

“Alpha” Strike:
Works best with a Missile Launcher. Deploy closer to your Enemy then anyone would consider…. Heck deploy just outside of his first turn assault on one of his flanks after deployment during the Infiltration phase. Even if your scouts are not a great threat to that side of the board you can draw off enough of their forces to give your main force a better chance. If he ignores the scouts your getting Rear/Side armor on vehicles, free shots on squads etc. If he commits to killing them make your enemy pay by keeping in cover several elevations up to reduce the chance of getting assaulted. Go to ground if needed but keep them alive long enough to frustrate your enemy.

Aggressive Screening: (Same as the Sniper Scouts.)
Deploy a Devastator squad, TFC, or Predator in a vulnerable position away from the majority of your forces, wait for the enemy to take the bait and commit part of his army to take advantage of your mistake… Then Deploy the Scouts during the Infiltration phase to screen the vulnerable unit. Properly done the Scouts are in cover by stretching them out. And for the doubters remember Vehicles your Devastators or TFC shoot at will only get a cover save if it’s 50% obscured, deploy well and that won’t be a problem!

Rapid Response Unit:
Holding 1 or 2 squads in RESERVE you strengthen your end game by holding scoring units back to contest or take late game. In addition if your enemy over commits to assaulting your back line / bikes you can respond with an excellent close combat unit and win the day. Combi-Flamer would serve you well in this role, along with the Power Weapon.

Hi-Jacking Transports:
Command Squads Armies (even the bike based squads), a popular choice for White Scars / Bike Armies can by a Rhino or a Razorback as a transport. This gives the scout squads the needed mobility to be a threat in a game. This does have several known drawbacks I will reinforce… Scouts cannot Outflank or Infiltrate if done this way, the cannot start in the vehicle, and they cannot assault out of the vehicle if it moved.

The exception to this is purchasing a Landraider for your army. This small (granted expensive) addition can make a scout squad a SERIOUS threat. Basically turning them into a poor mans Sternguard squad. Add in a second HQ (such as a Librarian giving you a nice psychic hood bubble measured from the Land Raiders hull) and you now have a bullet magnet with a 4+ cover save if screened with bikes. Power Weapon is a must for this.

Landspeeder Storms:
One of the keys to my personal army I am going to cover in detail with my NEXT POST.

It’s a cheap transport I will cover in detail Next time.

Conclusion:

As mentioned before, Close Combat Scouts may not be as strong as their full fledged battle brothers, but they offer an affordable troop option for Bike heavy armies. Additional as covered, they can be used to assist in assaults and defense making them a cheap swiss army knife to fill weakness in your army.


Feedback / Questions welcome..

Monday, June 6, 2011

Space Marine Scouts: A Three part Unit review and tactical walk through

Originally for the WhiteScar's.Part 2: Space Marine Scout Snipers




I am breaking the Single Troop choice of scouts into two separate posts due to their almost Bipolar uses.

Everyone knows these commonly unused little brothers to Space Marine Battle Brother… Being newer to the hobby all I hear is how much better Space Marine Scout Snipers used to be in previous codices and versions of the 40k rulebook. As a result, in general most people ignores them… Forgetting the previous incarnations of these mainstays of the Codex: Space Marines let’s take a new look at them.

Cons:
They appear expensive when compared to their fully grown brothers at only 15 points cheaper for a 5 man squad and only 3 points cheaper for each additional man; Low weapon skill; Low BS; Limited Anti-Vehicle Options.

Pros:
Combat Squads; Infiltration; Scout move; move through cover; Rending, Pinning, Great cover save; good range; They are scoring troops; Sergeant/HQ Sniping.


Tactical Uses:

In a White Scars or other highly mobile army most people would think these don’t fit for “fluff” or flow reasons…. I say bullshit! Modern highly mobile armies currently use scouts as forward spotters, targeters, suppressors and finally as SNIPERS. Sniper Scouts can serve an important roll for holding objectives, which really represents the majority of games played in 40k.


Denier:
Infiltration anywhere on the board outside of 18 inches from an enemy unit, but of course the further the better right? Maybe not… Read the advanced tactics. Infiltrate to limit the scout moves from BA, IG, Grey Knights and other Scout heavy armies. Infiltrate onto objectives and force the enemy to burn you out.

Screening:
If you like heavy weapons (Devastators, TFC’s, etc) you can deploy them to effect allowing cover saves.

Suppression:
Sniper Scouts need to only cause ONE unsaved wound to cause a Pinning Check! Going with the more is better tactic, a full 10 man squad will cause 1.39 wounds (Thanks to the Heresy Combat Calculator), 2.074 if you add Telion. Besides the fact your killing marines using them to thin down Heavy Weapon squads and force them to test every turn you’re bound to suppress a unit or two over the course of a game. Cause a couple rending wounds and you might find your foe going to ground by choice.

Advanced Tactics:

Upgrade to Telion:
A ten man squad commonly spends 30 points on Camo-Cloaks, 10 points on a missile launcher, both of which are a waste IMHO. For 50 points you get a Sergeant with a wealth of skills the two best being Acute Senses and most importantly Stealth! According to the most recent Games Workshop FAQ if a Sergeant or IC has a skill like Stealth he passes it on to the whole squad. Both of these are small potatoes to Telion’s true Strength.. Eye of Vengeance allows the controller of Telion to assign wounds caused, and considering he has a 36” STR 4, AP 5, Rending, Pinning Bolter that means you CAN snipe out those Sanguanary Priests, Librarians or better yet Lord Commissars! Paired with a TFC and your looking at 2++ cover saves in Fortified Cover.

Alpha Strike:
Deploy closer to your Enemy then anyone would consider…. Heck deploy just outside of his first turn assault on one of his flanks after deployment during the Infiltration phase. Even if your scouts are not a great threat to that side of the board you can draw off enough of their forces to give your main force a better chance. If he ignores the scouts your getting Rear/Side armor on vehicles, free shots on squads etc. If he commits to killing them make your enemy pay by keeping in cover several elevations up to reduce the chance of getting assaulted. Go to ground if needed but keep them alive long enough to frustrate your enemy.


Aggressive Screening:
Deploy a Devastator squad, TFC, or Predator in a vulnerable position away from the majority of your forces, wait for the enemy to take the bait and commit part of his army to take advantage of your mistake… Then Deploy the Scout Snipers during the Infiltration phase to screen the vulnerable unit. Properly done the Scouts are in cover by stretching them out. And for the doubters remember Vehicles your Devastators or TFC shoot at will only get a cover save if it’s 50% obscured, deploy well and that won’t be a problem!

Conclusion:

Sniper Scouts may not be as strong as their full fledged battle brothers, but they offer an affordable troop option for Bike heavy armies that will not suffer from taking a static position. They have a good deal of flexibility, but it's up to the general to take advantage of them.

Colonial Followup, Plaque!

I'm shamless I admit it, but it looks cool...

Arrived Via Fedex today..


Recap can be found here

Monday, May 30, 2011

Space Marine Scouts: A Three part Unit review and tactical walk through

Originally for the WhiteScar's.
Part 1: Space Marine Scout Bikers:


One of what I consider the “lost children” of the SM Codex. IMHO a under appreciated and used fast attack choice for commander.

To start with they appear to be overly expensive Space Marine Scouts, at 70 points base for 3 bikes and 20 points per additional bike (That's 7 more then baseline scouts). The fact they cannot be taken as a troop choice like their slightly more expensive brothers when paired with a Bike Commander I think this is why they are often dismissed for more “cost effective” units. Well that and their limited upgrade options... However if you look past these points to what they can do (when balanced with other units for similar point values) you might find a home for them in your next army.

Cons:
Starting here due to how hated they are. Expensive; Only a 4+ Armor save; They cannot switch out either ranged weapon for a CCW making them a bit limited in Close Combat. Pair that with few effective shooting upgrades it makes them more of a orphan finesse unit. Not a Scoring unit. Hydra's eat them alive, ignoring both Turbo-boost and their 4+ armor save.

Pros:
Combat Squads; Infiltration; Scout move (including turboboosting for a 3++) ; Outflanking threat range of 18 inches; Locator Beacon paired with the Scout move for accurate Deep striking. Risky First turn Assaults. Gimmicky but worthwhile cover denial upgrade. Naked 15 points cheaper, and slightly harder to kill then the Scout/Storm combo.
Tactical Uses:
First, never take just 3, at the minimum I would suggest 5, if you have the points a full unit of 10. A Melta Bomb and Power Weapon are your friends, and for 10 points the Cluster Mines can force the enemy to think twice before entering terrain.
Denier:
Infiltration anywhere on the board outside of 18 inches from an enemy unit, you can also bubble wrap to limit the scout moves from BA, IG, Grey Knights and other Scout heavy armies. Held in reserve you can (Per the INAT FAQ) combat squad when coming on from reserve and contest objectives.

Screening:
Placed on the board 1st turn you can scout move for a 3++, and everything behind them will get a 4+ Cover save, including vehicles if positioned properly. Again can be used as bubble wrap for more expensive units (including your main bike squads) preventing assaults and providing a constant 4+ cover save through out the whole game. Every shooting phase your opponent shoots at them it's a another phase your more strategically valuable units stay intact.

Alpha Strike:
The single best justification for using Scout Bikers. With the proliferation of Razorspam / Chimeraspam parking lot armies you can guaranty to give yourself some breathing room as you tie up valuable units with the bikes forcing them to spend time dealing with them.
Verses Longfangs / Devastator, assuming you failed to wound with shooting, your doing 1.5 saveable wounds and 0.75 power weapon wounds the first turn taking 1.4 wounds back either winning or pushing combat for another phase or two.

Verses Vehicles your causing enough hits to get your opponents attention! 2.23 Shaken/Stunned results, 0.84 Weapon Destroyed, 0.84 Immobilized, and 1.12 Wrecked/Explodes. Spreading those over a multiple assault you have a good chance to keep 3 vehicles from shooting primary weapons (S+S+WD) and another vehicle destroyed. Unless eliminated your getting assaults on your opponents turn as well on all the vehicles immobilized or just unable to move out of combat.
Advanced Tactics:

Cluster Mines:
Objective based games. In Non-DOW MINE your primary objective. If you camp a squad inside the over the turn the opponent comes to contest and or assault you out of it he/she is taking 2d6 STR 4 hits before anything else happens. Wounds would be treated as a shooting attack so it's possible to rout a unit without doing anything! In DOW Missions mine an objective you don't plan to go to until late in the game, again force the opponent to take risks to just keep in the game.
Alpha Strike:
Requires Khan. Scout move Turboboost stretching the squad back with in 14 inches of your furthest deployment point. Sargent MUST be closest to the enemy. Turn 1, after moving the scout bikers, break Khan off and just move him far enough forward to join him with the Scout Bike Squad. During the assault phase you will loose a couple attacks but gain STR, INIT and most importantly LD 10 and Hit&Run. Assuming you win / stay in combat you will pile in 6” more getting Khan closer for brutal follow up attacks.

Cover:
One of the most forgotten / missunderstood rules of bikes. They CAN move into cover & they CAN go to ground. You just cannot Turbo-boost in/out of it. Don't be afraid to contest an objective, going to ground for a 3++

Conclusion:
Scout bikers can serve a roll in many Space Marine armies, but it requires finesse and skill to make them worth the points you have to sink into them.