Welcome to my Warhammer 40K blog about Chaos Daemons, and specifically Tzeentch, the chaos god of change. Also discussed will be my drivelings and scribblings on myriad topics including rumors, my thoughts about competitive gaming, podcasts I like, my other chaotic 40K army (Space Wolves) and my new Warhammer Fantasy army (Ogres).
Thursday, March 7, 2013
11th Company
I'm a fan of the 11th Company, a long running (maybe longest running) Warhammer 40K podcast. Neil, Pat and the rest of the crew are fun guys to listen to. Neil is the tactical genius and Pat is the face man. By that I mean that Neil is a bigger blowhard than I am on most subjects while offering great insight into the tactical value of units and their codices while Pat arranges great interviews with interesting and exciting guests. See what I did there? You will...
Monday, March 4, 2013
Sportsmanship - Soft Score or Necessary Evil?
Personally, I think these 3 questions pretty much sum of the issue of sportsmanship, soft score or necessary evil?
- What is the genesis of the sportsmanship score at 40K tournaments?
- What does one hope to accomplish by scoring sportsmanship?
- If you score sportsmanship how do you ensure your players all follow the same guidelines?
Questions about the new codex for a GW FAQ
Dakka is compiling a good thread on all of the questions that are being asked on the interwebs. Here or some of my favorites. I also go on record on how I think they should be ruled and how I think GW will rule.
I'll keep updating this thread for a few days with my thoughts. As someone reminded me, we should have an FAQ within 9 days. Everyone knows Tzeentch's number is best and since Phil and I share the same first initial and last name we must have some connection. So, on the 9th day (which will be this coming Sunday) give or take a day we'll have a C:CD FAQ. Anyone want to wager on the over/under?
First thoughts with the new Daemons
After spending last week reading both German copies and photos of the real thing, followed by actually getting my iPad copy Friday night and then playing the old codex on Saturday I got to give the codex a whirl today. First thoughts:
- Damn, that's a lot of psykers. I have to learn a new phase of the game.
- What, no... You can't double me out I have Eternal wa.... Oh, crap, you're right.
- Oh yeah, I forgot to roll on the Warp Storm table, hang on a second.
- I need more and multiple colors of tokens to mark war charges, warp flames and soul blaze.
- There aren't enough psychic cards in the deck for me to use that much divination.
- I need cards for the Daemonic Rewards so that I can put them next to the models.
- Discs are jet bikes? Let's see what I can do with screamers.
- Wow, 30 minutes of set-up and rolling dice and we're now just starting the game...
Sunday, March 3, 2013
Final Game Thoughts
| Necrons and Daemons are ever so slightly less cheesy. |
The first game was against a newer player, and while he put up a good showing it wasn't really a fair match. He was the ringer playing a single 2k point list against our Necron/Daemon list.
The second game was against a local favorite and his brother. It was Space Marine bikes and Tau against us in Vanguard. This was a much harder fought win, but still a win. There are games like that one where everything goes my way and I see that my flamers are just awesome.
The last game was a knock down drag out "mirror" match where we fought Necrons and Tyranids. It was Dawn of War and every turn ebbed and flowed. At any given point the game could have gone either way. We ended up pulling out a narrow victory, unlike the first two games. The win earned me a Burning Chariot model, which presents its own set of issues (embarked passenger firing heavy weaponry, d'oh!).
So, when I look back at my experience this last year with my daemons I see a mixed bag. I did well with them in 5th edition, but not awesome. That said, I only started playing 40k again a little over 2 years ago, so I consider myself still learning. The changes to the flamers and screamers made my army better, no doubt, but did it make me a winner? I can't say for sure, but it didn't hurt my odds.
Friday, March 1, 2013
Changes that would have lessened the sting from the nerf bat
I'm going to focus on Tzeentch and things that would have lessened the sting of the change IMHO.
What do you think?
- Give all units that start on the board scout. Seriously, we're daemons that errupt from the warp. Placement should be scary for the opponent. This compromises between normal deployment and complete deepstrike. Most units would get a 6" move.
- Allow Ld tests for pshycic powers to be taken on the modified Ld even if it takes it higher than 10. Fateweaver is the boss. He lost his reroll bubble, don't make him fail psychic tests 3/36 times. He should auto pass, but still take perils.
- -1 to opponents DTW. Seriously, the average marine unit should not get a 1/6 chance to shut down psychic shooting from a daemon (made of the warp).
- Daemons should be able to manifest witchfire for overwatch.
What do you think?
Pink Horrors Point Efficiency (part 2)
In the early day of 6th edition screamers and flamers were the damage dealers in an all Tzeentch army, but you were forced to take Pink Horrors to round out the army and score objectives. Most daemon players would take other troops choices, but I remained true to my devotion to the changing tides of the aether. I liked taking them in squads of 10-20 to keep them alive and deal some damage. I routinely ran a large blob squad of 19 horrors and the Changeling plus a Herald. This was a mixed bag.
Pros:
Survivable 4++ save (rerolled near Fateweaver)
Massed fire (60+ shots at 18")
Great overwatch potential (often poor actual results)
Cons:
Large deepstrike footprint
360-455 points that can mishap
Low BS shooting
Pros:
Survivable 4++ save (rerolled near Fateweaver)
Massed fire (60+ shots at 18")
Great overwatch potential (often poor actual results)
Cons:
Large deepstrike footprint
360-455 points that can mishap
Low BS shooting
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