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OMG The End Times Khaine leaks!

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Bat shit crazy powerful.

Have you seen this guys?  Absolute craziness.

I'll just leave this here..
Power overwhelming..

The one true king has returned.

For one, I'm happy that Malekith reunites the Elves and is crowned as the true Phoenix King.  That's right, I said it.

PS - Fuck you GW for making this only 500 copies.  That shit literally sold out 5 minutes after I got the email.  So yes, I will torrent your shitty ass business model once someone puts it online instead of giving you my money.  Dipshits.

X-Wing: Autothrusters have arrived!

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Alright boys, we're back in business.

When it comes to X-Wing, one of my favorite things to do is to fly my elite Interceptor list.  I've done very well with the list over the last couple of years, but the one hard counter it has are turrets.  Thankfully, that all changed yesterday and players will have to pay close attention to how they're playing their game instead of just flying around randomly and rolling dice.  That's one of the reasons why I despise lists like Fat Han with Gunner and all that crap.  What skill is there in flying something that re-rolls after re-rolls and doesn't need to worry about actions, damage negation or positioning?  No matter, times has changed and Interceptors are now back in style.

First, let's examine the card:
A mainstay for all Interceptors.

Elite Interceptor pilots like Soontir Fel and Turr Phennir were already incredibly slippery when flown correctly, but now this makes them even harder to take down.  Let's look at the first part of this card:  When defending, if you are beyond Range 2.. you may change 1 of your blank results into a evade result.

Playing in Range 3 is one of the Interceptor's chief abilities due to their speed and Boost/Barrel Roll actions.  You can easily take shots from Range 3 by giving yourself a slow approach, or getting in close and then using your 4K, 4-green or 5-straight to get yourself out of enemy fire.  Since you have outrageous speed, you easily change a bad engagement by just bailing yourself out of it.  If you boost, you can add even greater distance between you and your opponent.  Remember that when you boost left or right, you add greater distance between you and your opponent compared to a single 1-straight.

The second part of this card: ..or outside the attacker's firing arc.. is just something that every Interceptor pilot knows instinctively.  Why?  Because for a ship that's relatively high in price and sporting only 3 hull points base, you need to be avoiding damage completely in order to be successful.  This is the one reason why turreted ships gave Interceptors such a difficult time.  It negated their greatest strength on the battlefield:  Which is being able to do damage while negating damage in return.  With the introduction of this card, this forces the opposing player to think about their positioning or risk a free Evade.  For the Interceptor player, this helps reinforce two principles they lived and died from for years:  Speed and negation.

Personally, I'm very happy about the pricing of the card as well.  At 2 points and not 3, this makes the player think hard if he wants a guaranteed +1 HP from Hull Upgrade, a Shield for 4, or a chance at negating damage completely with Stealth Device.

Now you finally have a use.

One of the major problems with the Imperial Aces release was that all the upgrades available to the elite Interceptors were pricey.  When you factor in price of the ship, price of the pilot, one viable upgrade at 3-4 points, you don't really want another one if you have to pay for it.  Now, with Autothrusters being priced lower than Hull Upgrade, it looks to be quite an attractive option.  For me, I always take Stealth Device on my Interceptors because I see damage negation as stronger than taking damage.  Sure, dice will fail you sometimes, and God knows I've lost Fel more than Range 3 throwing 5 evades than I have at Range 1 taking 4 to the dome.  I plan on running him with SD and Autos for sure now.

So what will my list look like now for my Elite 3?  Here's what I plan on doing for my first run through:

789
Soontir Fel — TIE Interceptor
Push the Limit
Stealth Device
Autothrusters
Royal Guard TIE
 
Carnor Jax — TIE Interceptor
Push the Limit
Stealth Device
 
Turr Phennir — TIE Interceptor
Push the Limit
Stealth Device
Autothrusters
Royal Guard TIE

My other 789 variation (or rather 998) will have the same thing at 100 points, but Turr will be running Veteran Instincts so Jax can take Autothrusters as well.

You see, I can only put Autothrusters on either Jax or Turr, but I think Turr is a better candidate because of his extreme maneuverability.  His elite pilot skill allows him to play with both of the Autothruster's demands much more than Carnor Jax's ability to shut down Focus and Evade.  Sounds about right.

Warhammer: The beginning of the end?

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I'm worried for GW, not gonna lie.

There has been a lot of doom and gloom lately with 9th Ed. WHFB seemingly around the corner.  You can catch most of the rumors from other sites like BoLS and Faeit, but a lot of popular rumormongers have been talking about round bases, eradicating existing armies, reducing units, reducing scale, and rebooting the setting directly.

I don't know how many of these are true, or how many of these are actually going to happen, but one thing is for damn sure:  This will be the truest test of GW for me personally.  If 9th Ed. WHFB is a giant flop, there's a huge chance that I will sell all my armies (both 40K and Fantasy) and abandon GW entirely.

It's been a rough couple of years for me for GW games specifically.  In the realm of design, I've seen some really nice pieces of work and some really shitty ones.  I've seen armies that I thought was going to see buffs and improvement receive utter crap and nonsense.  In terms of fluff, I'm re-reading some of the older books for material because the newer books are hollowed out skeletons of what army books used to be.  Last, but certainty not least, is the complete and utter idiocy of their business motto and execution strategies.

To sum GW up for me in the last couple of years:
  • Prices have gone up again.
  • Design has been really questionable to downright shitty.
  • Complete watered down army books in terms of material for the same prices.
  • The business decisions GW makes are utter nonsense with their limited releases and availability.  Not to mention the idea that they think their shit are considered collectibles.
I'm serious when I say that GW has been pissing everyone off lately.  It will be the final nail in the coffin if they go about destroying people's hobbies by eradicating armies, and reducing other people's collections to meaningless shit.  I'm really hoping that 9th Ed. will be good.  Not good in the sense that GW will have suddenly better rules and army design, but good in terms of making business decisions with the game in mind, and not some ludicrous idea that GW miniatures are limited edition collectibles.

For 9th Ed. to be good, they need to..
Change the business motto completely:
The whole idea that their shit should be limited release with limited availability is the dumbest thing I have ever fucking seen in the business world.  Your job is to literally provide product for your customers.  That literally is your only job and you have failed at it.  Not once, but multiple times now for every End Times release.  How this is even possible is beyond the scope of my imagination.  No joke GW, you had one job.

As a models company who writes rules for the models, you are now a game company.  If not, don't write fucking rules for your models.  Understand this for one fucking second and maybe your company won't be viewed as dogshit for the vast majority of the table-top playing community.  The second you attach rules to your models and design a rules platform for it, you owe it to your customer base to provide a quality product.

For God sakes, align your business strategies with your design team.  I'm seriously cautious on how 9th Ed. will play out because of this one thing.  WHFB doesn't need to be 2500 points to play, in fact, I would say this is the biggest reason why it's failing as a product.  The buy-in price is huge and no one wants to get started.  Good, so you have made lords and heroes 50% of your army, but is that really enough to get more players playing?  Maybe consolidating the armies to 6?  No and no.  What you need is a simplified ruleset, better points scaling and scenarios that promote smaller games.  If you can accomplish these three things, you will be able to achieve more players in your game.

Reduce the total army count to something more manageable without eradicating player options, units or armies.  This is important for their existing customer base and this will give them greater design space in the future.

Whatever, it doesn't matter, it's only a matter of time. GW has been taking in water for quite some time. It's bleeding cash with a lot of internal strife, poor direction and subpar leadership. You can tell by looking at the company from a consumer standpoint and you can clearly see that the departments are not running in sync. Both business strategy, marketing and general leadership are archaic, outdated and over-reliant on all or nothings.

The only reason why GW has the best "fluff" is because they've been established for 25+ years. I sure the fuck hope they've got themselves some good fluff if they were the first into the fray. Imagine for a second what GW could be if they have a modern perspective in what makes good business truly good business. If they didn't shun their consumers but embraced them, and provided a winning strategy for both hobbyist and gamer. GW would be invincible in the minis market, utterly unchallenged instead of constantly being questioned and doubted.

Total War: Warhammer is real

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It is real.
We knew that it was coming, but accidentally leaked on a few websites today is official news that TW: Warhammer is coming in the near future.  I've shared quite a few articles on this subject already so I'll make this one brief.

In my opinion, the design philosophy behind the Total War games work perfectly with Warhammer.  In WHFB, you have combat resolution which is played out perfectly in Total War because of how the morale system works.  Unfortunately, I don't believe the current software engine that's present in Rome2 will work if they want to add flying units, dragons and other monsters.  They really need a engine that can handle those kind of units to make the visuals convincing.  Otherwise, it's going to look like any other mod.

Aside from the engine, a few other things will need extreme thought in order for the title to be successful.  The biggest one is probably the SP campaign, the setting in relation to the current End Times scenarios.  How many factions will have in the game?  Will it be before or after the End Times?  Personally, I think it should sync up with 9th Ed.'s ideas of the future of Warhammer.

My other concerns lie around the design mechanics more than other aspects.  How will CA handle lords and heroes?  How will they make them stand out on the battlefield in such a way that's far more than your generic general's unit in most Total Wars?  How about challenges?  What about magic items?  Speaking of magic, how will they handle it to play fluidly in an RTS?  I have my own ideas of course, but I'm really waiting for CA to shed some light on how these complicated mechanics are going to work.

Warhammer is a world where epic heroes fight among thousands of troops, escorted by terrible monsters, with magic and sorcery flying all over the place.  While I believe CA will be able to do the title justice, I'm just hoping that their vision of the game lines up with.. well, mine.

Only time will tell.  I'll share some of my ideas in the future.

The 3 big things that WHFB 9th Ed. needs

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Random Skaven Warlord here we go!

Honestly, I think 8th Ed. is a pretty good edition with all things considered.  The End Times stuff is just as good because of the 50% lords/heroes and the bigger models will let people better eat their points.  While these are good things for the game, they're not necessary for the next edition of Warhammer to be good.

Here is what I think 9th Ed. needs to be the most successful edition of Warhammer yet. Keep in mind I'm also doing this with the business in mind and the direction of the company from what I've seen so far.
  1. Simplified ruleset, mainly in the movement phase of the game e.g. Kings of War.
  2. Reduce barrier of entry for the game to be played e.g. scenarios designed for smaller games, horde units being less effective.
  3. Reduction in power for magic spells e.g. Purple Sun, Mindrazor, Dwellers Below.
When you think about it, there's not too much to improve. Stuff like laser cannons and the such while good, is not needed for the game to be successful. Reducing the barrier of entry, having a simpler ruleset (while still maintaining tactical gameplay), and generally making the game more fun, is what is needed.

The latest rumors on 9th suggests that a skirmish version of WHFB is coming, so maybe like Mordheim again, but WHFB will not be reduced to a skirmish game.  Phew.

WHFB: ETC vs. Swedish Comp?

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I'm thinking about restarting Skaven.. someone stop me!

So recently, I've been doing some heavy research into comps for my local meta to play. While 2500 regular WHFB is on the table, we're looking for something else to introduce so we can have more balanced games of Warhammer.

I'm just trying to see what you fellas think is the better comp for balanced Warhammer here. I'm personally enjoying 2400 ETC Draft 2 myself, but a lot of the events on the West Coast is using Swedish and some people swear by it.

My biggest problem with Swedish I think is that a lot of the time, it feels like it comps "netlists" or popular lists really hard, not necessarily looking at power level. This, IMO, keeps it away from being balanced warhammer and rather, a popularity contest. An example that I can give is that one of my VC lists hovers at 6.4 while what I think is a weaker HE list, without BotWD comes in at 2.0. I don't even know what to make of this, considering that a tooled up Lv.4 Vampire Lord with LoV cost less than a Lv.4 Shadow Mage with Book. It just doesn't make sense to me sometimes.

For funsies, I plugged in my DE list, my DoC and my Skaven list into the system too. My Skaven is a -3.3 (ROFL), DE is a flat 0, and my DoC is a whopping 13.9 because its mono Slaanesh.  In terms of power level, based on what I have faced thus far (and I've played many games with these armies), I would say that my Skaven > DoC = VC > HE > DE in terms of power level, but the Swedish comp is DoC (13.9) > VC (6.4) > HE (2.0) > DE (0) > Skaven (-3.3).  This means that my second strongest army here, would be playing a relatively soft army by Swedish standards.

Can anyone with experience in these systems explain this phenomenon that I'm seeing?

WHFB: It's official, I'm restarting Skaven

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The feeling when WLC scores a direct hit..

I owned the army a few years back and I've had a lot of fun with it.  As times changed and I wanted to play something else, I eventually sold off the army and forgot about it.  Thankfully, a couple of weeks ago, I was digging through the garage and found a bunch of stuff left.  Lo and behold, The End Times are upon us now and I'm getting the urge to play the army again.  I seeked out some of my contacts and immediately re-purchased the elements I need, so if anyone has some leftover IoB rats that they're not assembling, let me know!

Here is what my current army looks like under the 2400 ETC format:

2399 ETC
11 deploys

LORDS:
Grey Seer = 265
Lore of Ruin
Dispel Scroll
+Screaming Bell = 200

HEROES:
Chieftain BSB = 74
Shield, Halberd

Lv.1 Plague Priest = 116
Plague Censer
+Plague Furnace = 150

Warlock Engineer = 45
Doomrocket

CORE:
40x Stormvermin, FC, Storm Banner = 355
50x Skaven Slaves, FC = 106
49x Skaven Slaves, FC = 104
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23

SPECIAL:
40x Plague Monks, FC, Plague Banner = 335

RARE:
1x Hell Pit Abomination, Spikes = 250
1x Warp Lightning Cannon = 90
1x Warp Lightning Cannon = 90
1x Doomwheel = 150

If some of you remember, this is my Two Towers list and is a pretty old school army.  I maximize on what I view to be the best units in the book while keeping everything under restrictions.  No Gutter Runners are in this list so it's susceptible to enemy WM shooting, but the combat blocks are rock solid and the rare choices are maxed for dealing death.

At 2500 points and in unrestricted WHFB, that's when I add a few more nasty toys like Brass Orb and Death Globe, but for now, this is looking pretty good.  I've had a few games with this list on UB and I've been doing quite well with it.

Skaven: Different list variations

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Killing everybody.. yes, yes..

Having played a ton of games with my Skaven on UB so far, I've decided to try a few more list variations.  There's three of them..

Real quick, let's talk about list design in general.  Keep in mind that all of my lists have been designed with ETC Draft 2 in mind.  That's the new hotness where I play and the majority of players on UB are rocking that.  You can find a link to the ETC restrictions in some of my previous posts, and I really suggest you guys give this new version a go.  I was really hating on ETC a couple of years ago because the comp was much harder than I like, but now ETC is considered by most to be light comp with a few tweaks.  This is really good for players like me who likes minimal change to the game while preventing the most heinous power builds from occurring.  The 5 dice cap and LoS on killer death spells is also a blessing.

If you guys are reading this on the East Coast, get ready because ETC will be the main ruleset for majors over there.  Now, let's go over the three lists that I've been tinkering with, check it out.

The Two Towers
2399 ETC
11 deploys

LORDS:
Grey Seer = 265
Lore of Ruin
Earthing Rod
+Screaming Bell = 200

HEROES:
Chieftain BSB = 82
Halberd, CShield, Ironcurse

Lv.1 Plague Priest = 129
Flail, Scroll
+Plague Furnace = 150

Warlock Engineer = 45
Doomrocket

CORE:
40x Stormvermin, FC, Storm Banner = 355
50x Skaven Slaves, FC = 106
49x Skaven Slaves, FC = 104
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23

SPECIAL:
37x Plague Monks, FC, Plague Banner = 314

RARE:
1x Hell Pit Abomination, Spikes = 250
1x Warp Lightning Cannon = 90
1x Warp Lightning Cannon = 90
1x Doomwheel = 150

A few points tweaks here and there, but you'll see mostly good stuff on the lords/heroes selection.  The BSB is a little fragile in there for someone who's going to be on the front lines, but since the entire unit is Unbreakable I'm not all that concerned.  Yes, swinging at the Grey Seer is troublesome and yes, having two giant blocks of infantry will limit my deployment options, but so far I've been very successful vs. the Dwarfs, WoC, Empire and HE lists I've played against.  I don't think most of my opponents faced something like this in a long time and I'm happy to show them that old lists can still work.  The Plague Monks are especially effective against anything Elves once they hit combat, and they absolutely tear up things like BotWD blocks, Halberdiers, and even armor if I force enough wounds.  Even if you stay in there with heavy armor and S3 bounces off you, I don't care either because I'm Unbreakable and my Furnace will be denying combat res and dropping smack in your face every turn while forcing Toughness tests all day.

Gutter Running
2399 ETC
13 deploys

LORDS:
Grey Seer = 285
Lore of Ruin
Earthing Rod, PoDoom
+Screaming Bell = 200

HEROES:
Chieftain BSB = 124
Shield, Halberd, 4+ Ward, Ironcurse

Lv.1 Plague Priest = 134
Flail, Dispel Scroll, Gem

Warlock Engineer = 45
Doomrocket

CORE:
49x Stormvermin, FC, Storm Banner = 418
50x Skaven Slaves, FC = 106
50x Skaven Slaves, FC = 106
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23

SPECIAL:
5x Poison Wind, Bomber, Death Globe = 80
7x Gutter Runners, Slings, Poison = 126
7x Gutter Runners, Slings, Poison = 126

RARE:
1x Hell Pit Abomination, Spikes = 250
1x Warp Lightning Cannon = 90
1x Warp Lightning Cannon = 90
1x Doomwheel = 150

Alright, so now that that's done, how do I maximize on Gutter Runners in lists?  The max ETC restriction before comp is 14 so I've taken as many as I can before getting hit.  I tried to keep the points down on characters but I had a few more remaining and decided to just give my BSB a 4+ Ward and give the Grey Seer the Portents of Verminous Doom.  It's been a long since someone took Poison Wind Globadiers so I figured why not, I have a few points left to do something crazy.  Lo and behold, I took a min squad that will go behind a unit as a Death Globe delivery unit.

Lastly, I have a list featuring the new Storm Fiends.

Rat Storm
2400 ETC
12 deploys

LORDS:
Grey Seer = 265
Lore of Ruin
Earthing Rod
+Screaming Bell = 200

HEROES:
Chieftain BSB = 82
Halberd, CShield, Ironcurse

Lv.1 Plague Priest = 129
Flail, Scroll

Warlock Engineer = 45
Doomrocket

CORE:
40x Stormvermin, FC, Storm Banner = 355
50x Skaven Slaves, FC = 106
50x Skaven Slaves, FC = 106
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23

SPECIAL:
36x Plague Monks, FC, Plague Banner = 307
6x Gutter Runners, Slings, Poison = 108
6x Gutter Runners, Slings, Poison = 108

RARE:
4x Storm Fiends, Rattling Guns = 340
1x Warp Lightning Cannon = 90
1x Warp Lightning Cannon = 90

You can either set these Storm Fiends up in 2x2 or 4x1, it doesn't really matter.  You just walk these guys forward and let loose with 12D6 worth of S5 AP magical shots that ignores everything but cover.  Against some lists, they can be utterly fucking ridiculous since it outright murders knight-heavy Empire lists, most VC lists, and mostly any lists that doesn't shoot back or have weaker shooting elements.  They suffer against heavy-shooting armies from Elves and light councils in general, but otherwise they're horrible to deal with if your opponent knows what he's doing.  I'm missing out on the Abomination and Doomwheel in this list, but that's fine as long as I can pour enough hot lead into my opponents to make their points back.  If you think about it, if I eliminate all their shooting options and chaff, the Storm Fiends will walk around, utterly unopposed and kill everything on the board with their shooting.

Now that you guys see the lists, here's some brain cake to think about.  Skaven, being one of the older books, still sports some of the nastiest stuff out there  The biggest boon that Skaven has is their don't care attitude toward elite, heavy armor style armies.  If you're running a knight bus, you might as well pull it from the table when fighting most Skaven lists.  I know for a fact my current VC list will most likely auto-lose to my Skaven because I just have no way of dealing with their damage output from range.  Storm Banner is a luxury and it will seriously hamper armies that rely on ranged shooting, and if I don't need it, I don't need to use it.  In my Two Towers list, a Storm Banner is a huge boon since it can keep my hammer units alive until I reach combat.  In my Rattling Fiend list however, they are less useful because it also impacts my shooting.

Another really ridiculous thing about the new Storm Fiends is that they add another dimension of power and confusion for your opponents.  During list construction, do they build to fight something like the Abom, Wheel and 2x WLC configuration or do they anticipate facing the 4x Rattling Fiends?  What about 2x units of Rattling Fiends or a unit with Grinder Fist?  Do they anticipate the Gutter Runners which is generally weaker vs. heavy armor lists with minimal shooting, but can they risk drawing a Skaven running max shooting?  How will armies that rely on breaking enemies and minimal attrition handle 2 huge Unbreakable blocks that can potentially ignore armor saves?  What if I have that Assassin with Weeping Blade and Potion of Strength?  The only thing that's really apparent to me now since the release of the Storm Fiends is how much they're going to change how people view Skaven.  If they were Special like some people suggest, they would be utterly broken.

I suspect that we might see a +1 restriction for Storm Fiends and maybe even more if I take the Grinder Fist on one of them.  Having them come up on the backfield of my opponents and blast away his stuff after charging a WM is kinda ridiculous.  Regardless, if ETC comps them, I can just swap out the Storm Banner with Razor Standard and call it a day.

Harlequins are here!

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Looks pretty sexy!

Check it out guys.  What do you think?  Worth picking for an Dark Eldar army?




Fancy!  You can find more here.

Games and XCOM vision

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Get ready for a deep article.

Lately, I've been doing a lot of game-related soul searching on how I view games in general.  For the most part, I play games to have fun.  A lot of old friends ask me if that's really the case because most of them don't believe me when I say I play to have fun in the game.  Why?  Because my definition of fun can be very different from theirs'.

For me, I have the most fun when I can maximize the effectiveness of whatever I'm playing and defeat my opponents with better use of strategy and tactics.  When it comes to looking at my personality, I am a Spike first and foremost, but I also relate primarily to the Tuner subgroup of this particular gamer archetype.  You probably won't find me as particular innovative, or the type of person to come up with "HERO's Winning Combo" or whatever, but you will find articles on this blog dealing with how to maximize your army for a particular purpose or ideal.

Before I even get to enter the strategy or tactical portion of the games I'm involved in, I try my best to maximize my chances of winning through list design.  In MTG, I look at mana curves, CMC, speed through playtests, and the quickest way to win through a certain combo.  In Warhammer, I maximize the chances that I can win with my list and I do that through numbers, different unit choices and effective bucket lists.  Most of you will believe me when I say that if I was to take a percentage of total time spent on Warhammer, it would be 70% list building, 20% playing and 10% putting new models together.  When there's nothing to put together, I still maintain a 70-30 ratio of army design to actually playing the game.  Does this seem crazy to anyone?  It shouldn't, especially if you're a competitive gamer before anything else because you understand just how important theorycrafting is.

Over the years, I've calmed down a fair bit when I'm playing my Warhammer.  The game has become a little more wild and there's generally a lot more craziness going on at any given time.  I used to take the units that are the strongest in the game, but for the last 6 years or so since I started this blog, I've been taking what I enjoy fielding.  This can be anything from fielding more models that are aesthetically pleasing to me, units that fit my particular playstyle or units that match my particular strategy.  That's why you see half-mech Mech BA, full Mech Space Wolves with Predator tanks, lance-heavy pure DE Kabal, Pure Grey Knights, Elite Imperial Interceptors, and now the Two Towers Skaven.  Once I latch onto an idea, I work as hard as I can to make it work to the best of my ability.  Sure, I dab into mixing other competitive options in to maintain variety or to maximize my chances at winning (e.g. splashing Eldar into Dark Eldar), but I get the greatest satisfaction in winning with something that I find thematically appealing.

After I maximize my lists, I put it on the battlefield.  Now, I don't know about most of you guys, but I figure the guys that enjoy reading my blog are gamers first and foremost.  I mean, all the shit I write are about list building, strategy and tactics, and you know by now that I haven't painted in god knows how long.  The reason for that is quite simple:  The time I could be painting can be better spent on maximizing my army lists and playing more games!  I really enjoy playing the game more than anything else, and that's the god honest truth.

When I do play the game, I look at the game in what I like to call, XCOM vision.  Let's just take a game of Warhammer for example, or even X-Wing.  The game is pretty much made out of numbers disguised over heaps of gorgeous plastic models.  When I look on the battlefield, I don't really think about the fantasy of the game I'm actually playing in the present.  What I mean by this is that I'm not actively forming a story behind the game that I'm playing, I do all that stuff in hindsight after the dice has been rolled and the game is over.  When I'm actually playing the game, I'm looking at percentages of me winning combat, the percentage of the enemy unit still being there and me overrunning, what's the chance to miscast on the next spell, and a thousand and one scenarios how my opponent will react if I choose option A, B, C, D..etc.  That is what my mind is doing when I'm playing the game and if you guys have played XCOM before, the game is basically a string of decisions presented by percentages that you, the player has to deal with based on how you maneuver.  A friend asked me once when I was playing eCaine why I am always moving around the table, measuring my control, looking at 30 different units, while constantly squinting my eyes and scratching my head.  I just told him that out of the 17 different assassination vectors I thought about, this is the best one.

I find that this style of playing the game to be a double-edged sword.  After all, am I really enjoying a game if I'm looking at the game like a complicated math problem with a thousand different answers?  The answer is yes, for me at least.  I just enjoy this kind of play because that's how my mind becomes challenged, and I need it to be challenged when I'm playing a game.  Unfortunately, this is very rare among table-top gamers and one of the reasons why I get frequently mismatched.

Skaven: Storm Fiends and ETC Draft 2.5

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Shoot everything that ever lived.

Well, it looks like ETC put some pretty sizable restrictions on Storm Fiends as predicted.  They were a little bonkers against certain list archetypes, but they were not without weakness.  You can find the latest copy of ETC Draft 2.5 here.

Here are my observations:

  • They utterly changed the metagame because of their high impact ranged offensive ability.  A unit of 3 puts out 9D6 S5 AP magical shots that re-roll wounds and ignores almost all shooting penalties minus cover.
  • They are fragile, and Ld.7 is death magic bait.
  • Suffer vs. armies with superior shooting elements: WE, DE, HE, Empire, Dwarves, even Ogres with Leadbelchers. With 18" range and 24" threat total can be counter-deployed by longer shooting elements.
  • Suffer vs. light councils, any army with magic missiles, Warlocks will draw dice every time and they cost less than half the points.
  • They will do very well vs. knight-heavy armies with minimal shooting, to a point where if you roll well, you will earn at least 2x their points back if played well.
  • They can do very poorly vs. armies that have more shooting elements than the Skaven player and thus, are a complete waste of points. A direct comparison can be made with the Abomination, which costs about the same points as 3x Rattling Cannons. In those cases, the Skaven player would rather have the Abom since it can absorb more damage.

Case in point -
Regular Skaven configurations in the Rare slot in ETC, all of which I have played so far:

  • Abom, 2x WLC, Doomwheel
  • 2x Doomwheel, 2x WLC
  • 3x Storm Fiends, 2x WLC, Doomwheel
  • Abom, 4x Storm Fiends

Look at what you give for Storm Fiends: The Abomination for its durability and power to kill entire units by itself while not being vulnerable vs. shooting, including cannons (bar the flaming ones). If you take the Abom and Storm Fiends configuration, you give up the ability counter-battery or heavily damage elite units because of the lack of WLC. You also miss out on the Doomwheel, so you lose the ability to deal with monsters that hit close combat.

To sum up Storm Fiends; they are fragile, they are hit and miss, literally, from their 3D6 shot variations to their effect in game vs. different comps. Killing one drops the power of the unit by a third, whereas something like the Ironblaster, Skullcannon, or Organ Gun maintains its power, lethality and ingame effect regardless of power inflicted onto the unit. They are also Rare so if Skaven players must sacrifice other powerful elements in their army to use Storm Fiends.

I can remember these of the top of my head:
2 Games vs. HE
3 Games vs. DE
1 Game vs. WE
4 Games vs. Empire
2 Games vs. Ogres
2 Games vs. Dwarfs
1 Game vs. VC
2 Games vs. WoC

Storm Fiends with Rattling Cannons did major work vs. 2 Empire lists with minimal shooting and knight buses, 2 games vs. Ogres because of 1 Ironblaster and 1 tiny unit of Leadbelchers, absolutely mauled a VC list because he has no shooting and my WLC destroyed the lone Terrorgheist, did serious work against the WoC because of limited shooting. They suffered vs. a light council Empire list and another with knights and heavy shooting, suffer horrendously vs. the Dwarfs because of 30" Organ Guns and super accurate cannons, and suffer vs. 35+ Archer, RBT HE lists with Shadow book, DE was just a pain to play against, possibly even more than WE.

Overall, the Rattling Fiends have some very swingy effects on the metagame.  They can either completely wreck unprepared armies or those with small shooting elements, or they can be utterly destroyed by the right kind of list composition.  This, is a problem in itself because it causes too much polarity in game balance.  No balanced army should show up to an event and just feel like Storm Fiends are uncounterable by their army.  I feel that Vampire Counts eats shit the most from the new gun rats.

With that said, let's explore the latest comp on these guys:

  • Each Stormfiend in a unit after the first model 1 pool choice


This basically means that a unit of 3x will cost the army 2 points out of the 5 total that you can take.  I think in its current form, this is pretty fair as you are now locked out of the Storm Banner or other tricks if you take these guys.  This makes shooting armies that much better vs. the Storm Fiends because you can no longer pop banner on their turn after you get a round of successful shooting.  Of course, you can still take 2x units of 3x Rattling Fiends and the Storm Banner if you so choose, but only if you take nothing else.  So what does this mean?  This means that we should test just how truly these Storm Fiends are impacting the meta.  Are they absolutely destroying everything you face?

Here's something I want to try:

2400 ETC
12 deploys

LORDS:
Grey Seer, Plague = 265
Condenser, Ironcurse
+Screaming Bell = 200

Grey Seer, Ruin = 295
5+ Ward, Dispel Scroll

HEROES:
Chieftain BSB = 122
Halberd, 4+ Ward, Charmed Shield

Warlock Engineer = 45
Doomrocket

CORE:
44x Stormvermin, FC, Razor Standard = 378
50x Skaven Slaves, FC = 106
49x Skaven Slaves, FC = 104
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23

SPECIAL:
6x Gutter Runners, Poison, Slings = 108
6x Gutter Runners, Poison, Slings = 108

RARE:
3x Storm Fiends, Rattling Cannons = 255
3x Storm Fiends, Rattling Cannons = 255
1x Warp Lightning Cannon = 90

In this list, you have double Grey Seer for all the nonsense that you can throw out with enough Warp Tokens.  Essentially everyone important has a 2++ ward vs. magic and the double unit of Rattling Fiends will put down enough lead down field that your opponents' army will either fold, or do have the right elements to fight against it.  Jam up whatever you can with Skaven Slaves and continue to mow down your opponents' stuff while Gutter Runners takes out any warmachines.  The single WLC keeps fatties honest and the rest of the list speaks/shoots for itself.

Skaven: A more well-rounded list

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So many rats, so many possibilities!

After exploring the prospect of fielding double Storm Fiends, I still feel that that particular configuration is not the better list.  If you think about all the weaknesses that Storm Fiends present, there's just too much risk in fielding two units of fatty gun rats.  What if someone brings a shooting dominated list and you're not playing the Storm Banner?  Chances are that you're going to get out-ranged, possibly out-gunned and that you'll have a bunch of dead fatties on the table before they even attempt to make their points back.  This is no good.  You never want to enter any kind of competitive environment where you're banking on your opponents not showing up with particular lists.  That's almost asking for trouble.

Enter the more balanced list:

2399 ETC
12 deploys

LORDS:
Grey Seer, Plague = 265
Condenser, Ironcurse
+Screaming Bell = 200

Grey Seer, Ruin = 295
5+ Ward, Dispel Scroll

HEROES:
Chieftain, BSB = 122
Halberd, 4+ Ward, Charmed Shield

Warlock Engineer = 45
Doomrocket

CORE:
46x Stormvermin, FC, Razor Standard = 392
50x Skaven Slaves, FC = 106
49x Skaven Slaves, FC = 104
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23
1x Giant Rat Pack = 23

SPECIAL:
6x Gutter Runners, Poison, Slings = 108
6x Gutter Runners, Poison, Slings = 108

RARE:
3x Storm Fiends, Rattling Cannons = 255
1x Warp Lightning Cannon = 90
1x Warp Lightning Cannon = 90
1x Doomwheel = 150

In this list, basically take everything that's good about Skaven and stick it in one list.  All the characters minus the Doomrocket Caddy sits in the MR3 Stormvermin unit with the Razor Standard.  Depending on the matchup and what the map looks like, you either deploy tight with 5, 7 with 2 on each side, or a full horde with 10 across.  The objective here is that you have 2 Grey Seers slinging magic out from the Bell unit while you push up with Storm Fiends nearby, complimenting your already lethal magic phase.  I'm trying out the Condenser lately because I really want to capitalize on the multiple channels and free PD generation so I can take advantage of my full compliment of spells.  Everyone important has a 2+ ward vs. magic attacks thanks to the Bell, and the 2x units of Gutter Runners will fend off any warmachines that stray too far from support.

The thing I like most about this list is having the 2x WLC and Doomwheel as support for the Storm Fiends.  There are a couple of things that Skaven fear more than anything else and one of them is big monsters and fatties getting into close combat.  If you haven't noticed by now, rats are not the best in close combat and the Skaven try their best to tie up good combat units with plebs while you blast them away with Rattling Cannons and Warp Lightning Cannons.  While the Stormvermin are pretty decent in close combat, Skaven prefer to win the dirty way.  As you can see, this list poses a stronger threat element against more list combinations than just double Storm Fiends.  The WLC gives you confidence that you can destroy clumped up infantry, counter-battery when needed, and provides a long-ranged answer to advancing monsters.  Of course, things typically goes to shit if a dragon manages to reach your lines, but that's why you have the Doomwheel to assist in such times.  Besides, you don't really want your shooty fat rats fighting the good fight for you do you?  Nah, send in the spinning rat wheel of warp lightning doom.

End Times: New Bloodthirster model!

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Here's what's coming to kill everyone.

Quick, everyone gang up on Chaos!

Tyrion is alive, Incarnate of Light?

Nagash, Elves, Humans, Dwarfs, everyone against Chaos..

The new Bloodthirster in all its glory.

HUGE End Times: Archaon reveal!!!

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Spoilers R' Us!

Check it out yo.  You can thank our Chinese friends for this.

















GDS: A good RTS game

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Creating a good RTS is difficult.

I'm really feeling this deep emptiness inside that is the lack of a good RTS games. I just feel there's so many out there these days that have been a disappointment one way or another. Let me use this time to vent, and express what I'm looking for in a modern-day RTS. I believe that in order for an RTS game to be successful, it needs to be built with the modern-day business model in mind. What does this mean? This means you take the best from all the games you've played in the past, highlight it and bring it to light. Then, and only then, you innovate and take it to the next level. I believe that that is the recipe to creating a modern-day RTS that can accommodate the needs of the modern gamer (which frankly, has ADD).

  1. Focus on the action, the fight, the grand strategy, tactics, and execution of said tactics. What does this mean? Limited base building. The focus should be on the combat. E.g. WiC, CoH/DoW2, Ground Control, Wargame, MOBAs.
  2. Depth. This would also mean that there's depth in the actual units that you're using. Everything should feel unique and have its own purpose, or why else are you taking it? The games that I enjoy the most are the games where you're able to get mileage out of the units that you're purchasing, either through superior positioning, micro or unorthodox use. This is one of the things that StarCraft does especially well, and one of the reasons why certain units that should lose on paper, win through skill and placement. E.g. StarCraft, CNC Generals/RA3, CoH/DoW2, MOBAs.
  3. Map control for resources. My favorite model of map control for resources for me is CoH/DoW2. You have multiple resources (as a game should have, luxury resources), but you fight for control of it by going out and acquiring land, capturing this land, and holding this land. The fact that you can cut off enemy resources depicts the cutting off of supply, which not only captures the fantasy that is WW2 warfare, but adds another layer of strategy for the player.
  4. Build your own army, army customization. What makes players really excited? Player options. I'm talking about player decks. Can you see two competitive players argue for hours about what is the best options to take? Sure, me and Tri do it all the time in ALB and in Red Dragon. I used to argue with Parfait for hours in AoE3. Player decks that allow a player to customize his army the way he wants is one of the most fun and infinitely challenging things about any game. It stems from DND and table-top games in general, and it works really well because it sings soundly to the OCD competitive player. There's nothing that compliments the feeling that you are truly in control than designing your own army. E.g. DND, Warhammer, Wargame, Total War, Age of Empires 3.
  5. Get in the fight, now. You have X amount of starting resources and this should be enough to get you into the game fighting, participating and having fun right away. I'm not talking about 6 SCVs here, I'm not talking about building starting buildings and more workers, I'm talking about the fact you have enough resources to start fighting, controlling territory and capturing ground. Then, you capture more land, gain more resources, and share in the momentum that is truly warfare. War is about momentum, and only the winners know it. E.g. Ground Control, DoW2, Wargame, all MOBAs.
  6. Lastly, the game should be built with spectators in mind. It needs to be exciting, energetic and explosive. Visually, it needs to be impressive and interesting in a way that's easy to understand, even if you have never played the game before. This is how you capture interest. In terms of gameplay, it needs to be easy to understand, but difficult to master. That is the hallmark to a successful game and the lifeblood to future success. eSports is free marketing in today's social media-driven environment. More people will buy and play your game if they're exposed to it, and they will only be exposed to it if people play it, stream it, and share it. E.g. SC, Hearthstone, LoL.

This is my list for now guys, thanks for reading. I'm not in the position to start my own gaming company, but you can bet your ass in hell that if I did, I will make an RTS game and take it to the next level.

Dark Eldar: Harlequins with the Kabal

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Too much caressing and kissing, not enough actual killing.

Alright, so here's the deal.  Harlequins are coming and they're looking pretty damn fine for those that want to play all kinds of CC.  While that is really admirable, it doesn't really work in an edition like this one where shooting is king on the battlefield.  When they first spoiled the Solitaire, the huge nerd in me got super excited because the idea of Eldar in melee makes me happy.  Unfortunately, this went away big time when I looked at the stats and saw that there was no protective bonuses outside of the 3++ invul and a prayer for a bad shooting round.

Here's where things changed a little bit.  Then, I saw the formation that allows you to take a Solitaire, Deathjester and Shadowseer and all of them gain Stealth, Shrouded and a special rule that says they have to be by themselves.  This suddenly makes them a lot more playable, but at the same time, you have to ask yourself exactly what these three characters offer your existing Dark Eldar?  The first thing you will notice is that a package of all 3 is not cheap, not by a long shot.  The Solitaire himself is 145 points and if you upgrade the Shadowseer, you're taking even more points on him.  Then you consider where the Shadowseer is going to be if he can't join any units, or what will he be doing outside of DSing near the enemy and hopefully trigger some leadership shenanigans coupled with Armor of Misery.  He sure won't be taking the psyker powers that targets himself and the squad he's with because he's by himself.

Is that worth the points investment?  The Solitaire by himself might be worth the 145 points you spend on him if he comes with Stealth and Shrouded but that's stretching it too.  At the end of the day, he's still a T3 3W model with a 3++ save.  A good round of bolters should be enough to drop him, even if he's rolling 2+ to save on covers, much less if you're not taking this special formation.  The Deathjester is kind of comical because he can just hide back in a ruins and sit on his 2+ cover save, but a quick burst from an enemy Wave Serpent and he's dead before he can do anything.  This is just funny to me because a lot of people are super duper pumped about this release.  I know that it has to be the excitement that GW are willing to do something so niche, but it bothers me because people are not really thinking about gameplay applications here.  To be psyched about the Shadowseer and what he can potentially offer to the table with his psyker powers is one thing, but to realize them on the battlefield is another.

What kind of footslogging lists do you plan on running to take advantage of the Shadowseer?  I know that none of these cool looking models will find its way into my DE list because frankly, it only weighs it down to take them.  Speaking which, I'm not even sure if DE can take them so this entire post might be moot, but seeing how one of the WD's mentioned "Eldar United", I'm assuming that these Harlequins will be available to supplement both armies.  No matter what, you probably won't see any Harlequins in my list.  Crazy space clowns are super cool in the fluff, but from a competitive mindset, they leave much to be desired for.

For those of you guys curious about the Holo-fields being different in the Harlequin Codex vs. the Eldar one, expect a errata coming soon.  I don't believe GW will let two of the same special rule go with different meanings for long.  Yes, this means that Wave Serpent spam will take a nerf.  Good, it's been a long time coming.

BFG: Working on something big

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40K lore and spaceships.. so good!

Hey guys, not much from me in the last couple of days and I can explain.  You probably know that I've been doing a lot of WHFB with my Skaven and Vampire Counts, but you probably don't know that I'm working on something on the side as well.  I've decided to bring back a game that I hold most dear but haven't gotten around to playing for quite some time.  That game is Battlefleet Gothic and I'm proud to say that I'm working on a houserules package for it.

What does this mean exactly?  It means that I'm doing a re-write.  Not a re-write in the sense that it's going to be a completely different game, but a re-write for this prehistoric game that will make it fresh, fast, modern, and exciting to play.  For now, I'm simply calling it BFG2.0.

Let me tell you right now what my design goals are with this pet-project of mine:
  • Modernize the old ruleset to match the current 40K system
  • Improve game speed and fluidity by cutting dated design
  • Introduce alternating player turns for more interactive gameplay
  • Utilize visual gaming aids to better track board status
  • Increase design space for future additions and game balance

No randomized leadership, no goofy random movement, no gunnery chart (gasp!), just simple, easy to understand rules that will maintain the strategic depth that is BFG.  Add in a few new things like Admiral Traits and a few balance alterations and you have yourself a pretty solid game.  Currently, I'm working on the Chaos fleet and I would like to get at least 4 factions in the game before I go public.  Right now I have Imperial, Chaos, Eldar and Orks (matching the upcoming video game).

I am definitely looking for playtesters for those of you who are interested!  Just drop me an E-mail and when I'm ready for the next phase, I'll let you guys know.

DE: Double CAD Lynx

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Time to serve up some Eldar justice.

Hey fellas, I've decided to make a list to combat the emerging Necron threat that's been plaguing my area. Have you guys seen the new book?  Some of their core mechanics seem absolutely bonkers.  Why is it that they never die and can re-roll to get up so many times?

I'm only building with the elements that I have available to me since I don't feel like buying additional models to make it happen.  The only thing I'm going to be custom building is that Farseer on Jetbike.  I need to get some of those new Harlequins masks man!

1850
15 KP

CAD #1
HQ:
Farseer, Jetbike, Spear, Mantle = 160

TROOP:
5x Dire Avengers, Holo/Scatter/SC = 210
5x Dire Avengers, Holo/Scatter/SC = 210

FAST:
Nightwing = 145

LOW:
Lynx, Scatter = 430

CAD #2
HQ:
Archon, Blaster, Haywire = 80

TROOP:
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125

The Dark Eldar are there to supply the additional Lances while the Lynx + Telepathy Seer does the heavy lifting in the list.  With the Scatter Laser, I can make my Pulsar Twin-Linked for some serious 2x Strength D 5" templates of doom.

I'm not sure how this will play out since it's using MSU mechanics but with one big centralized target to deal the majority of the damage.  Someone brought up that I should think about a Skyshield Landing Pad for a 4++, but that defeats the notion that I'll be moving around everywhere with the Lynx and the Jetseer.

Thoughts? I'm very curious.

DE: A response to the spoiler army

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School's back in session!

Hey guys, I'm going to write a response to a post that I saw on The Dark City about the problems people have with the Dark Eldar codex.

Yes, as most of you know, I'm not a fan of the current book either.  Sure, it might not be the most powerful book out there, but what I really didn't like about it.  I was largely disappointed by the seemingly forced player options that pollute the entire book, and I felt that the book was largely uninspired and bland.  When people read one of my reviews on any given army book, one of the things I notice is that people think all too much on whether or not it will be competitive.  Yes, competition is hugely important to me and I want the book to be successful, but that's not why I look at book and shake my hand.  As a player, I want to be able to take multiple choices that promote my options on the table-top.  The only way I'm going to feel good about this is if the points I'm investing in said unit is well-spent.  That's how you achieve value in a dice-game based around point restrictions.  You cannot change the outcome of poor dice rolls, but you can choose what kind of army you can make to mitigate your chances on losing.

So where does Dark Eldar fall compared to the other books?  That's a tough question because there's no number out there to describe them.  Dark Eldar, as some of the boys over at Frontline Gaming say, is a "spoiler army".  It's one of those armies that do so incredibly well against certain matchups because of their innate army design.  What are we talking about exactly?  Well, our ability to take long-ranged poisoned shooting attacks, and our ability to spam out a high value of lance attacks at seemingly dirt cheap.  With the 7th Ed. book, the only thing that the book did was make those things better (although at a few nerfs in other areas).  For the most part, you can now Venomspam to your heart's content, and with multiple CADs, you can now bring more lances than you ever need through the employment of multiple sets of Ravagers.  I didn't mention this before, but maybe that's one of the reasons GW decided to double nerf them both in points and with the loss of Aerial Assault?  Nah, that would be giving them too much credit.  Let's just say for now that some of the things in the book got invalidated (such as almost all CC, in an already shooting-dominant meta), and some things just got easier to spam.  Why else would empty Venoms be so readily available in the RSR detachment?

Now that we know what a spoiler army does, why isn't that a lance-heavy or poison heavy army do well in tournaments?  For one, over-exaggerated strengths come with great weaknesses.  Just like in any army that someone designs for a tournament, he plays for the mission package and all possible matchups that he will commonly face.  It just happens that the US have one of the most diverse metagames there is, mostly piloted by experienced generals.  Due to Dark Eldar's inherent strengths and tendencies to mass-produce cost-effective units, DE generals tend to build polarizing lists and rely on the dice gods for pairings.  This is largely because the more balanced approach is just not strong enough to face most adversaries on the table-top.

What does this mean exactly?  Well.. let's look at some Eldar builds for a second for matchup purposes.  Let's say you enter the 1850 event in the LVO with a lance-heavy DE build.  It should do OK vs. a WS/Dual WK build, but the effectiveness will drop dramatically depending on how many Wave Serpents he has.  To make things more complicated, if he's running a psyker-heavy build and you didn't splice in psychic yourself, Telepathy might throw the entire matchup into a deciding loss.  Now take the Venom-heavy build for Dark Eldar.  What does it do vs. WS/dual WK?  Kill the two WKs maybe and play the scenario or auto-lose.  Against a purely Mechdar list, you have about a 1% chance at winning vs. a competent player because Venoms are completely dead weight.  The vast majority of points spent will be target practice, which is one of the reasons DE players hate drawing Mech IG too.  They put out 4x the shots you do and pen you on the same amount you pen their stuff, but for half the points.  Sounds bad?  Is bad.  Anyways, let's say the if you pull a FMC Demons or Tyranid list with the Venom list, all of a sudden you're jumping for joy because that sings to the strengths of your army.  With a lance-heavy list, you may not do as well, but it's still possible to win the game if you play correctly.  In a big tournament like LVO where hundreds of people will be looking for that big win, it's eventually up to you to knock out that Tyranid FMC list so they don't face it later.  Likewise, you will be hoping you draw that and not the IG carpark.

This is why I say that Dark Eldar is difficult to place in a tournament setting.  If you min-max your lists as hard as I do, you will discover that too many lances or too many poison will cause extreme shifts in polarity; making certain matchups almost unwinnable.  I like having a fighting chance regardless of matchup, which is why I'm willing to take less Venoms for more lances because I feel that's where my army wants to be.  I can rely on gunboat re-rolls for shorter-range poison since it's more accurate, but at the same time, it's highly vulnerable to explosions, in which case MSU Venoms makes a better use of points.  More on balance later.

I'll say this right now, I don't think Dark Eldar can compete as a primary army in an arena as fierce as LVO.  Why?  Because we just don't have the tools or sustain to play in that type of arena.  We excel at damage, but as mentioned several times above, we shift too hard in either polarity.  It also doesn't help that I can count on one hand how many tournament-viable units we have from our book, but when people ask me about my Eldar, I can go on for hours.  This isn't any of our faults per se, but running DE as a primary army in a major event will have its consequences.  The first of these will be power polarity and designating yourself as a "spoiler" army, or trying for a more balanced approach and being outclassed by other armies.  Out of these two pretty sad options, players tend to look away and explore the third, more logical option (because the goal in tournaments is to win).  That third option is unlocked through the allies chart.  There's no hiding the fact that Eldar allies makes your list stronger; especially when the DE book can provide the poison/FMC protection while Eldar supplies the durability, anti-armor and other meta-specific counters (more answers exist in the Eldar book).  While both armies can put enemy armor to shame, Eldar can do it with longer-lasting units, and that's what you need in a good game between two experienced generals who can fully exploit eachother's weaknesses.

Do I agree that Dark Eldar is a "spoiler" army?  Yes I do.  It's their very design intent to be like that and it's largely due to the poison mechanic.  I personally don't like it because I think it forces us down that pre-determined spoiler path, but I also don't mind it because someone has to put Tyranid FMC spam in their place.  However, I will say that I'm not done with my Dark Eldar just yet.  My most recent pure DE list at 1850 puts out a healthy amount of poison and lance shots and it only gets worse the closer my opponents get.  For how to use this kind of pure DE list, read about it here.  I've really been enjoying it quite a lot, although I'm about to change it up big time vs. the Necron powerhouse players that's been plaguing my area.  That's when I bring out the Double CAD Lynx.

Codex Review: Harlequins

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Beauty and death.

Alright guys, it's finally here.  Sorry it took so long for me to get my hands on the codex and by now, most of you have read your reviews from somewhere else.  No worries, hopefully this post will give you guys another perspective from a more competitive point of view.

Before I start, I just wanted to say that this is my favorite codex to date in terms of art.  It's absolutely beautiful, and most of the art in here I have never seen before.  If you're a fan of Eldar or Harlequins or maybe even art in general, I would pick this up just to keep it on the shelf.  While the fluff is pretty cool as well, there's nothing to date that matches the level of art presented in this book.  It's really just that cool.

OK, now that the sappy stuff is out of the way, let's talk about the book and what it offers.  First and foremost, I will say immediately that the book is not really competitive.  It has some strong, competitive options, but the formations and detachments presented limits the book's capability by a lot.  Let's explore this further.

Units

Troupe - These guys are expensive no matter how you slice it.  They're close combat experts and sport a healthy number of attacks on the charge with Furious Charge, but they're still T3 5++.  By now, we've accepted the fact that stats like those get you nowhere in a competitive environment.  This is further compounded by the fact that if you want to take some of the fancier toys like Neuro Disruptors or Fusion Pistols, you're going to adding a ton of points to an already expensive unit.  Math puts these guys at roughly 19ppm for the 4 players and the Troupe Master, while every additional CC option makes them even more expensive.  Unfortunately, this is the crux of the problem with the codex; you're spending 95 points for a min squad of these guys and they're pretty much mandatory all around.  When you consider that they're 95 points for 6 wounds, it almost makes me want to take a full unit of Wyches.  At least then I'll know that not all of them will die to a blown-up transport.  The only plus side is that they can take Starweavers are dedicated transports, but more on that later.

Death Jester - For 60 points, you get an IC that acts as another Shuriken Cannon at BS5.  On top of that, they have Precision Shots and a special rule that allows them to kill a model, force a Morale check at -2, and have the poor guys run towards anywhere you like.  While this is really cool, you're still banking on a leadership test for the cool results.  The main reason I would take this guy is for the BS5 Shuriken Cannon, that is really important because you can buy multiples of these guys, attach them to the 5-man units of Troupes, and have them ride in a Starweaver because their capacity is 6.  This makes the unit really shooty, but also really expensive.  Just know that this guy dies to a swift breeze and even in cover, he's still going to die to Ignore Cover.  For perspective sakes, the Starweaver is an AV10 vehicle that shoots double the amount of S6 and costs 10 points more.

Shadowseer - Next on the list is the Shadowseer.  You're pretty much only taking these guys for two reasons:  If you're comfortable being out of a transport (WWP Wraithguard deathstar anyone?) to cast most of his spells, or if you're looking to do some leadership shenanigans with Dark Eldar/Eldar.  I won't get into it too much here, but by now you guys have probably seen all kinds of posts on the interwebs about their perceived power.  Let me tell you one thing:  This is a trap.  You first need the Shadowseer, and then buy an extra level to bring him up to Mastery Level 2, and then need to roll the right powers, and then bring him close enough to the enemy, and then pass the psychic test..etc, you get the point.   This is what I like to call the "stars align" scenario and that's just way too many variables to plan a strategy around.  There is a lot of points being invested here and I think that's a huge trap for a lot of players.  If you want to maximize on the codex, you will do better ignoring these guys entirely and just go for more shooting.  After all, Eldar should be shooting from their vehicles because that's what they're good at.

Solitare - The big daddy of the codex and you can only take one in the army because he's unique.  What you truly need to understand here is that he's 145 points for a T3 model with 3 wounds.  Sure, he has Eternal Warrior and a 3++ save, but I really want the 145 points, T3, 3 wounds thing to sink in real deep.  He has some pretty cool rules such as his 12" move without giving a shit, 8 attacks on the charge and Blitz, but he's really just a dedicated CC unit that cannot join units and can be lit up by shooting.  This is a really shooty-heavy edition and everything on the battlefield poses a threat for a Solitare.  My best advice to you is that if you want a cool unit to play with, take this guy and use every line of sight blocker you can to navigate the battlefield until you have a good target to charge.  While the caress and kiss might sound cool, just know that you're still looking for hot dice to get any real damage out of him because he's still S3 base/4 on the charge.  That's just not impressive at all.

Skyweaver - At 50ppm and comes standard in a unit of 2, these guys are not bad.  They still have Eldar Jetbike movement and have a natural armor of 4+ and 2W a piece, but the fact that they come with Shuriken Cannons is what you take them for.  You threaten 36" a turn and a unit of 3 (which is the number I recommend) puts out 9 S6 shots a turn with a possibility of AP2.  Ideally, you can pop out of cover, deliver a hail of fire and then get back into cover.  Hopefully with Mirage Launchers, you can keep some of these guys alive long enough to do some damage on the battlefield.  With regular Harlequin stats, you can also give them Zephyrglaives for close combat, but I would keep them with Star Bolas because 12" S6 AP2 Blast is a very scary tool against some armies.  Sure, you can only use them once, but you'll see a lot of dead MEQ if you use these properly.

Starweaver - My favorite thing in the entire book.  They're basically the same thing as a Venom except they come with 2 Shuriken Cannons and Mirage Launchers.  The Open-topped and 6-model capacity is huge because this allows Death Jesters to join them for another BS5 Shuriken Cannon, potentially putting out 9 S6 shots a turn from a single firing platform.  Keep in mind that you can take these guys by themselves, and for 70 points, they're simply great to have in your list because multiple S6 shots gives you a lot of battlefield application.  Best of all, both of its guns are forward-facing.

Voidweaver - Not my cup of tea mainly because it looks utterly stupid.  I would immediately drop the Haywire and look at the Prismatic Cannon because I think it has greater battlefield application.  S7 AP2 Lance is not all that bad, but the S5 AP3 Blast a very attractive option at punishing clumped MEQ.  Even the S3 AP4 Large Blast can be pretty good too against GEQ mainly because of the AP4, and at 80 points with the suggested loadout, I can't say it's a bad unit.  The aft Shuriken Cannon can shoot at another target, but I really feel like it's wasted because of the positioning.  To make matters even more complex, you can take these guys in squadrons of 3, but I wouldn't buy more than 1 because of the negatives I pointed out above.  It has no transport capacity either.

Alright, so I said the units overall weren't so bad, so what am I complaining about exactly?  Well, for one, I see the mandatory Troupes as a tax for the rest of the good stuff.  At 95 per unit, they're not exactly cheap, especially when you consider Dire Avengers are only 65.  Skyweavers jetbikes are Fast Attack and so are the Starweavers which poses a big problem for me because I needed them to be troops.  The typical detachment wants 3 Troops, 2 Fast and 1 Heavy which means you have to spend at least 285 points on Troupes which I would rather not.  However, you can buy Starweavers as dedicated transports for the chaff Troupes so you have 165 points for 5 T3 5++ dudes inside a S6 shooting solution with 2 HP.  For perspective sakes, a unit of 5 Warriors with a Blaster inside a dual Splinter Cannon Venom is 120 points.  Different strokes for different folks, but I want you guys to realize what you're paying for here.

In terms of raw competitiveness, I see the Starweaver, Skyweaver and Deathjester as the winners of this book.  Everything else falls behind sadly with the Shadowseer and Troupe tax in dead last.

Style and grace.

Formations

The biggest limitation in this book is its creative freedom when it comes to list building.  Since you're forced to either take the fixed Masque detachment or some of the multiple formations in this book, you're basically shit out of luck when it comes to building a competitive list.  While you can do something like Unbound, I think most competitive lists want the flexibility of having Objsec for more tactical use.  The lack of an HQ also means that you cannot take these guys as allies since they don't follow the regular allies chart, and you're looking at a hefty points investment if you follow even the most simplistic of formations.  In fact, I wouldn't even look at bulking up the detachment and immediately focus on the formations because they provide some decent options out there.

Out of all the formations here, a few of them caught my eye.  The default Masque detachment is not bad, but the mandatory troop choices are what really kills it for me.  Ideally, I would want 3x Troupes inside Starweavers, 2 additional Starweavers, and a mandatory stupid Voidweaver.  That brings me up to 715 points for the lot, and I have 7 additional Elite slots to buy Deathjesters for all of them if I want.  Let's pretend I'm insane and buy Deathjesters for every Starweaver, and all of a sudden I have 1015 points of Harlequins on the field.  What does this do?  Well, it puts out 48 S6 shots a turn, 15 of which are BS5 and can shoot at separate targets that can potentially force an exposed army to run out of cover and into the Voidweaver's S5 AP3 blast.  Pretty exciting right?  Yes and no.  Yes in the fact that the firepower is respectable, but for the same amount of points spent at 715, you can take the same amount of points in Wave Serpents with an Autarch.  Are the two really comparable? Absolutely, because this is a game about points and that's the one variable you can truly control (list design).

The next ones that stick out to me is The Serpent's Brood and The Heroes' Path.  When I look at Serpent's Brood, I see everything that I think is competitive lumped up onto one formation.  You have the mandatory Troupe tax, but you have 3 Starweavers, a Voidweaver and 2 units of Skyweavers.  If you take 3x Jetbikes, you're looking at 875 with the suggested config and a Prismatic Cannon.  Not the cheapest of the lot, but you get the Skyweavers for additional shots and Eldar Jetbike movement.  Frankly, I would still go with the Starweaver spam in the Masque detachment as long as you keep things cheap.

Lastly, we have the Heroes' Path.  So you have the Death Jester, Shadowseer and Solitaire, but they can't join units, cannot join other characters, but gain Infiltrate, Shrouded and Stealth.  This is what you take on top of the Masque detachment, giving you a Solitare with Infiltrate, Shrouded and Stealth to increase his survivability while he makes his way to exposed enemy units.  The Deathjester needs to go into one of the empty Starweavers before he dies from Ignore Cover, and the poor Shadowseer needs to be kept back, kept cheap, and hopefully you can roll something good on Telepathy.  Why Telepathy?  You will at least be able to Witchfire from a Starweaver instead of having a useless Primaris because he can't join units.  Plus, Telepathy just has better support spells since the ones you really want (Shrouding, Invis) are both Blessings.  Remember, stay away from the leadership bombing bullshit.  It's a points trap, especially when you consider that the formation itself is already 265 points at its base.

Just for perspective, you know what I think 265 points for 3 guys can buy you instead?  Maybe +4 Venoms/Raiders in a RSR detachment, 2 Ravagers, 2 Razorwings, another full stock gunboat + more with blasters, 2 half-stock gunboats with blasters, a gunboat plus a WWP Archon, a Wraithknight, a unit of Fire Dragons in a WS, an almost full squad of Dire Avengers in WS, the list goes on and on.  While some of you might be getting irritated by my constant comparisons, I think it's much needed when it comes to competitive choices.

Poise and precision.

Conclusion

When it comes to synergy, you have to consider the points investment that you're going to commit to the army.  If you take the suggested Masque detachment, you're paying 715 points (3 Troupes in Starweavers, 2 empty Starweavers, 1 Voidweaver) for 33 S6 Shrukien Cannon shots from 6 AV10 Open-top vehicles with 2 HP a piece.  The Harlequins themselves are not really going to do anything except for hiding in cover, out of line of sight and play the scoring game.  Not being a normal force org means you can't load up on Starweavers and you're limited with how many you can take for Troop and Fast choices.

Like I said previously, the lack of list flexiblity is what's limiting this codex, not the actual units themselves.  Well, the Troupe tax is frustrating, but 165 points for 6 S6 shots is not bad.  It's just not as good as a unit of Dire Avengers in a Wave Serpent with Scatter Laser for 185.  If both units inside are considered tax, you're still spending money on a more accurate shooting platform, with greater damage, much more durability, and tactical flexibility due to Ignore Cover.  Before you commit to this codex, and especially if you're looking to pair either Harlequins or Eldar to your Dark Eldar, I think the choice for better allies is painfully obvious.

So that's what I mean when I say the book is not really competitive.  There are just better options out there with all things considered, especially if you're looking to ally Harlequins with Eldar or Dark Eldar.  Dark Eldar would rather have Eldar allies because of reliable psychic and shooting, and Eldar would rather have more of its own units because it has the capacity to do so.  That makes the Harlequin codex the red-headed stepchild of the 3 Eldar choices sadly.

Play for the fluff, stay for the art, but keep these guys away from the tournament scene because there's better options out there.
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