Wednesday, October 21, 2015

Done with 40k moving on to Infinity !!!!

Well it has been a while since I have posted and I got pretty turned off from table top miniatures for a while. I tried to get back into 40k and without writing a long drawn out reason why we stopped, I can say that it was lacking what I was looking for and fell short of my expectations yet again. I have moved on and now I am stuck in with Infinity the Game.

We really lucked out and a few months ago miniature market had a sale of the Operation Icestorm Starter set for $50. So two of us bought a box each and went all in. We played one game and just fell in love with it. We used the box set and we had everything we needed for a good sized game.

Since then we have played three more times and it has become our favorite game. 25 years of gaming starting with Battle Masters and Heroquest and I can say that Infinity has really captivated me. It has a lot of elements that I have come to love with other games. There are of course drawbacks but I am not talking about those now. I have already purchased my next army after the starter set and begun painting them.

The U.S. Ariadna starter box was such a good point for me to start out. I am a former paratrooper and infantryman so the feel and look of this box just won me over. I also picked up some more Ariadna troops to back up my U.S. forces. My other friend grabbed the might ALEPH.

These guys rock and are very tough if you haven't played against them before. I really like their Greek references and if he didn't get them I would have. He has his entire army painted up and we have a third member who just purchased Combined Army.

Look forward to future posts and pictures of our units and some battle reports.


Friday, February 6, 2015

Tactics and Strategy : Tau Part 1


Tactics and Strategy: Tau Part 1
 

 

The Tau are one of the armies of 40k that are somewhat singular in terms of strengths when a player first looks at them  as a possible army they may want to play. When you take a closer look you may find that they also have maneuverability which helps their shooting greatly. If you are a seasoned player or new to the game this series of articles will examine some basic strategy and tactics that I have learned playing games with my Tau and hearing from other player experiences. I am by no means an expert and I am barely getting back into the game of 40k after a three year break. With the Tau codex getting redone and my excitement about playing with them again I decided to remind myself of their strengths and tactics when I play with this formidable army.

Tau Tenants

1.       Target Priority

2.       Marker Light Importance

3.       Maneuver

4.       Unit and Weapon Redundancy

5.       Defensive and Misdirection Options

 

These tenants are not the only ideas that help a Tau player but they are always on my mind when I play with my Tau and they are constant factors that help me keep winning.

 


1.       Target Priority

This is a huge factor for any army when starting a game. Before you even deploy most players are looking at their opponent’s list or models and deciding which unit is their “death star” unit or their point heavy unit that will carry the game for them. For Tau players target priority is a key to victory and it helps the Tau player achieve a psychological as well as in game victory. I do not always go for that point heavy unit but what I do is look at how mobile the enemy is. I tend to find that most armies have limited mobility. In some cases the entire army is mobile and I am sure some of you that are reading this can think of a few right off the top of your head that you have faced. Those armies tend to be very hard for us to fight since they close that gap so quickly. Fortunately most armies are not designed that way or they purposely leave back units to guard objectives which in turn piece meals the army and allow us to filter some of our target priority.

 

                So finding the maneuver and mobile elements of the enemy are a key factor because most of the time they also incorporate the close combat specialists of the army which is the bane of any Tau army. Some of you may be asking the question about drop pods and that will be addressed when we cover Defensive and Misdirection Options. With enough firepower the mobile elements should be slowed on turn one and possibly destroyed by turn 2. It is quite possible for enemies to assault by turn 2 and it is also quite possible for us to destroy those mobile targets first.

 

                If there is a Thunder Hammer/Storm Shield Terminator squad or equivalent in a Land Raider, we destroy or immobilize the Land Raider and let the squad foot slog. We move onto something else that has a priority in terms of mobility. Always remember that targets such as Land Raiders or AV14 vehicles require a lot of shooting and simply removing their Hull Points by turn 2 might be enough to stop them. This of course will require some marker light use which will also be covered later.

               

                So what is next after mobile units? I typically start picking off units that a threat to might heavy units at this point. This would be Devastator squads, Weapon Teams, Autocannon Dreadnoughts and similar units that are dishing out anything Str. 7 and up that can start laying the hurt on me. Once I have taken them out, the foot slogging guys are usually getting close to my lines. Keep in mind if you blew up some of those transports your target priority might change as the enemy may be too close to you. Always assess what got out of the transport and is it an immediate threat. Meaning is it going to kill something of yours in one to two turns?

                Target Priority:

1.       Mobile Units

a.       Troop Transports

b.      Jump and Jet Pack Infantry

c.       Cavalry

d.      Fleet

2.       Disembarked Units

a.       Units that have disembarked from transports that are close to your lines

3.       Shooting Units

a.       Units that are firing Str. 7 or higher weapons

b.      Units that are designed to sit back and shoot

4.       Scoring Units

a.       Troops

b.      Fast units that can claim objectives
 

So these factors come into play when I start rolling the dice. The trick is that once you destroy one unit you need to stop and assess again what your priority is. Then destroy it, don’t stop until its dead, because you designated it a priority so don’t feel that you’re wasting shots or its taking too long. As a Tau player we need to be able to identify threats and destroy them. Later on we will cover how to ensure that this happens. Hope this helps and feel free to leave comments and corrections.

Tuesday, February 3, 2015

Warhmmer 40k Thunder Wolves

I apologize for poor picture quality it was a rushed thing.




We are getting back into 40k and the two armies I play are Tau and you guessed it Space Wolves. So I have watched quite a few reviews and battle reports from both armies. I always loved the Thunder Wolf Cavalry and they were always a powerful unit for me. It took years for the models to come out so I bought the Mr. Dandy resin models and I really like them. I am looking forward to trying out GW's Thunder Wolves and they should be here soon so I can convert them and get them on the table.

These wolves have served me well and with the new Space Wolf Codex Thunder Wolves are cheaper overall with the same damage output. I have even heard there is a supplement that gives them +1 WS which is even better, Add in Harald Deathwolf and its game on. Typically I use two squads one with a Thunder Hammer and the other with a Power Fist. This will most likely hold true for the new edition and I can say that I am really excited to see how these guys do. The best part is that Stormshields are 15 points cheaper so I will be running Stormshields on every model. So the plan is for two five man squads with a leader whether it be Harald Deathwolf or a Wolf Lord that I customize. This should really provide me with the hammer portion of my strike company.

Recently I put some spears/halberds on my wolves to give them more of a "cavalry" feel. I used the Grey Knights halberds and did some filing to get rid of the second hand holding two of the halberds. These models represent my basic close combat weapon armed Thunder Wolves.






So here they are and there should be reinforcements on the way. I really think these guys will be tough on the board and they can even outflank with Harald which just gives some options that weren't really available before.

Tuesday, January 27, 2015

Getting Back Into Warhammer 40k

Well after almost three years of taking a break I have decided to get back into Warhammer 40k. First off let me list some reason why I stopped playing.

1. My best friend sold off his Chaos Space Marine Army and he and I started playing almost 20 years ago.

2. Our local gaming store closed and I had to drive two hours to play a game.

3. The cost seemed to increase quite a bit with the release of 6th edition.

4. I started playing alternate games like DUST Tactics and X-Wing.

I think these are some of the top reasons that I left for a while and number one still holds true. So now I will list some reasons that I am back.

1. We have a two local gaming stores now with 12 tables between the two and a pretty consistent group of gamers.

2. Although the cost is still a factor I do not plan on starting any new armies just updating my existing armies. I have also noticed cost going up everywhere for the most part. I was surprised at Battlefront's price increase with DUST Tactics models and a little disappointed. X-Wing has stayed the same but they also have larger kits and Star Wars Armada is coming out soon which is priced fair but still another game with entry costs.

3. So far watching battle reports and seeing how 7th edition is played I think there have been some really good changes to the system.

4. I have two painted armies just collecting dust so I might as well play with them.

So there it is, my reasoning , well at least some of it. I play Tau and Space Wolves and my buddy Austin plays Orks. We are going to try and play this weekend if we can find the new Ork codex and the new rulebook in stock. Be prepared for more posts and I will start featuring my Tau units soon since they are my primary army.

Thursday, January 1, 2015

DUST Babylon Premium Pics

I got a nice surprise for Christmas and it was the USMC Babylon Task Force. This set is just very well done and I love the paint scheme. I am trying to find a way to incorporate more of these units into my list so I can show them off. I really like the Barking Dog (light) which is only 14 points to field. Here are some pictures and our annual DUST event is Saturday so we will have plenty of pics and battle reports soon.








Friday, December 19, 2014

Star Wars X-Wing Imperial Raider !

And we finally get the Imperial big ship and it comes with a TIE Advanced. Don't worry the TIE Advanced just got a whole lot better.



News for December 2014
Here Comes the Imperial Raider
Introducing a New Huge Ship to X-Wing (TM) and the STAR WARS (TM) Galaxy!
X-Wing | Published 19 December 2014
Epic Play for the X-Wing miniatures game is about to get more epic…
Fantasy Flight Games is thrilled to bring you the all-new Raider-class corvette, a new Imperial ship for X-Wing Epic Play and a new addition to the Star Wars galaxy!
Designed in partnership with Lucasfilm Ltd. for use within the game’s Cinematic Play and Epic Play formats, the Raider-class corvette is the highlight of the upcoming Imperial Raider Expansion Pack.

The
Raider-class corvette.
Kuat Drive Yards began manufacturing the Raider-class corvette in 6BBY as a dedicated anti-fighter vessel after it was successfully pitched by Lira Wessex, the designer of the Imperial-class Star Destroyer. She recognized that the Imperial Navy lacked a small, modern craft to reinforce the TIE fighter squadrons deployed by Star Destroyers, and she designed the Raider-class corvette as a durable, 150m vessel that featured multiple hardpoints and would excel at suppressing Rebel fighter attacks.
Like the Rebellion’s huge ships, the GR-75 medium transport and CR90 Corellian corvette, the Raider is too big for Standard Play and the game’s standard 1/270 scale. Accordingly, the expansion’s Raider miniature is presented at a relative scale that makes it playable, even as it dwarfs the game’s small- and large-base ships.
In addition to the Raider-class corvette, the Imperial Raider Expansion pack also contains one TIE Advanced miniature with a variant paint scheme, eight ship cards, thirty-four upgrade cards, and all the maneuver dials, damage decks, tokens, and game pieces that you need to fly your Raider and its TIE Advanced escort. Finally, the expansion introduces a new campaign, The Will of the Empire, in which you’ll command a Raider-class corvette and run a prototype TIE Advanced through its test flights in the wild, lawless sectors of the Outer Rim.

The Imperial Raider Expansion Pack comes with one Raider miniature, one TIE Advanced miniature, eight ship cards, thirty-four upgrades, a huge range ruler, and all the maneuver dials, damage decks, and tokens you need to launch your Imperial ships into Epic Play battles!
The Origins of the Raider-class Corvette
With its powerful primary weapon, Single Turbolasers, Ion Cannon Batteries, and multiple crew options, the Raider-class corvette is destined to make a massive impact in X-Wing Cinematic Play and Epic Play.
As a dedicated anti-fighter ship, the Raider offers a powerful counter to many of the Rebellion’s favored strategies. It also represents an exciting new addition to the Star Wars universe, and the development team offers insight into the ship’s origin:
“The impetus behind the Raider-class corvette came from a desire to produce an Imperial ship for X-Wing that was comparable in size and role to the Rebel corvette.
“Before we even announced the Tantive IV™ Expansion Pack, we knew Imperial players would need a comparable ship to lead their fleets in the game’s Epic Play battles. But none of the ships within the established IP and extended universe quite fit the bill. As we looked at ships that were larger than the VT-49 Decimator, the next possibility was the Lancer-class frigate at 250m; however, that was larger than we wanted for the scope of the game. Moreover, it didn’t quite fit the desired role, so we worked with Lucasfilm Ltd. and drew upon existing materials to create a new starship that fit seamlessly into the aesthetics and background of the Star Wars universe.
“The result was a cross between a Star Destroyer and a single-pilot fighter, something fast and aggressive.
“The Raider is a starship made specifically for anti-fighter warfare. Its six dual heavy laser cannons proved more accurate against snubfighters than the turbolaser batteries of its Star Destroyer cousins, and the disruptive effects of its ion cannon emplacements, along with the efficiency of its localized command, make it a powerful addition to small strike forces.
“It’s also a ship that’s particularly well-suited to fighting alongside a number of TIE Advanced. Both the Raider-class corvette and TIE Advanced are well-suited to quick assault missions. They are both equipped with hyperdrives and enough defenses to stand up to a wide range of threats. They can jump into a sector, launch a quick assault, and then jump away. Then, they can leave after the mission is complete. This makes them ideal vessels for use in the Outer Rim, and this is an idea that you’ll be able to explore even further within the context of the expansion’s campaign.”
–Andrew Navaro, Frank Brooks, and Steve Kimball
Pushing the Limits of the TIE Advanced

The Imperial Raider Expansion Pack contains one TIE Advanced with an alternate paint scheme.
While the Raider, itself, is restricted to use in Cinematic Play and Epic Play, the Imperial Raider Expansion Pack also contains a new TIE Advanced miniature with an alternate paint scheme.
Originally touted as a replacement for the standard TIE fighter, the TIE Advanced offered a significant number of improvements over the TIE/ln, but it ultimately proved too expensive for mass production. Similarly, in X-Wing, the TIE Advanced is a more powerful and durable starfighter than the TIE fighter, but it comes with a higher squad point cost.
For the extra squad points, though, the TIE Advanced offers shielding, the target lock action, and the ability to wield missiles, making it a more versatile and resilient fighter for those talented pilots who can truly take advantage of all that it has to offer. Thus, just as the expansion’s new TIE Advanced is legal for use within the game’s Standard Play, its new pilots and upgrades promote the fighter’s strengths, allowing you to take better advantage of all that its technological enhancements can offer.
The Imperial Raider Expansion Pack comes with six ship cards for the TIE Advanced, including four new, unique pilots, and it also introduces two potent, TIE Advanced only upgrades – the TIE/x1 Title and the Advanced Targeting Computer system upgrade.
Together, these upgrades greatly enhance the TIE Advanced’s existing strengths and give the Rebellion far more reason to fear such renowned Imperial pilots as Darth Vader and Maarek Stele. They also give you plenty of reasons to call upon the services of Commander Alozen and the other new ace pilots from the Imperial Raider Expansion Pack.
Crush the Rebellion
With its Raider-class corvette and TIE Advanced, as well as their many upgrades, the Imperial Raider Expansion Pack is a truly epic addition to any Imperial fleet!
You can expect to power up your Raider in the first quarter of 2015. Until then, keep your eyes open for more information about this huge new Imperial ship and its accompanying TIE Advanced.
Those Rebel scum won’t stand a chance!

X-Wing is a tactical ship-to-ship combat game in which players take control of powerful rebel X-wings and nimble Imperial TIE Fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, X-Wing recreates Star Wars’ exciting space battles. Select your crew, plan your maneuvers, and complete your mission!
© & TM Lucasfilm Ltd.

Wednesday, December 17, 2014

DUST Babylon Six Shooter

So I wanted to talk about this unit, first off it is not specific to the Babylon set but I really like the way the DUST studios did the paint scheme on it. Here is what the product description has:

Description
The versatile Heavy Destroyer Walker is quickly becoming the staple of Allied armored forces worldwide. The M5-A is exceptionally suited to destroying enemy armor units with its six M40 Recoilless guns. These guns are designed to fire at the exact same spot, for devastating effect. The walker also has three machine guns, two for close anti-infantry and one for anti-aircraft defense.

The Six Shooter is presented here in the Operation Babylon camouflage pattern, in use in Mesopotamia.




So here is the card on the six shooter and at first glance we can see that it has a pretty good armor value of 5 and its healthy hit points of 7. I really like the extra hit points and they have proven to be the difference for me when going toe to toe with some of the larger walkers.


Its basic movement of 2/4 is not too much of a problem and since it is not a huge vehicle it can still move around some terrain in DUST tactics.

If you have played DUST then you know its all about the offensive capabilities and this is where the six shooter shines. First you have to understand the Salvo rule. It allows you to double your dice for that specific weapon but then use the reload token. This really helps out the Six Shooter as is allows it decide when to use this if at all unlike the Barking Dog which has to reload after every shot.

I always like to look at armor class 4-7 when I am considering an anti-armor vehicle and I would consider the Six Shooter falls into this role. Being able to roll four dice that deal five damage versus armor 4 and four damage versus armor 5 on each dice is very impressive. Two dice each dealing four damage versus armor 6 and two dice dealing three damage each versus armor 7 is also pretty good.

Range 12 on this weapon really adds to its punching power, plus having three machine guns, one of which is the .50 cal which can hit aircraft and it really starts to shine.

My favorite part about this unit though is the cost. 19 points for this beast and it really starts to top my list. When you compare it to other vehicles such as the cobra or the barking dog, the points are very reasonable.

My experience with it has been very good and I currently run two in my list. I think it fills a nice gap for the allies and it has a vey good base. I would even consider running three in larger games. I have found that the range allows you to do some very early shooting and if you are using command squads you can really make this unit survivable by repairing it.

I would put this unit as one of my favorite allied walkers and the new paint scheme really adds to the background.

With DUST Babylon hitting the stores keep posted for more unit updates and some pictures of more Babylon stuff.