Congratulations!

[Valid RSS] This is a valid RSS feed.

Recommendations

This feed is valid, but interoperability with the widest range of feed readers could be improved by implementing the following recommendations.

Source: http://amethystxenos.blogspot.gr/feeds/posts/default?alt=rss

  1. <?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-4656092536917725795</atom:id><lastBuildDate>Wed, 07 Feb 2024 02:22:18 +0000</lastBuildDate><category>Blood Angels Tactica</category><category>Tyranid Tactica</category><category>Gallery</category><category>Misc.</category><category>Tactica</category><category>Chaos Tactica</category><title>Amethyst Xenos</title><description></description><link>http://amethystxenos.blogspot.com/</link><managingEditor>noreply@blogger.com (Unknown)</managingEditor><generator>Blogger</generator><openSearch:totalResults>26</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-4329014984622059737</guid><pubDate>Tue, 30 May 2017 09:05:00 +0000</pubDate><atom:updated>2017-05-30T02:19:35.401-07:00</atom:updated><title>Tau in 8th: Initial Thoughts</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  2. After a long period of inactivity, I would like to share with you my initial thoughts on things that I find notable about the new codex. Bear in mind that not even a day has passed since the first picture-leak of the codex, hence my opinion might not hold up as we receive more information about the rules and delve more into the general gist of the 8th edition. So without further delay, here are some ideas/predictions that I find intresting in regard to their tabletop applications.&lt;br /&gt;
  3. &lt;br /&gt;
  4. &lt;br /&gt;
  5. -Tau Commander&lt;br /&gt;
  6. He grants you access to arguably the most impactful abillity in the current codex, namely Kauyon and Mont&#39;ka. Frankly, there are no other ways at the moment to get re-rolls on hits in shooting (beside rerolling 1s that can be achieved through numerous ways, such as Storm of Fire and Markerlights) aswell as advance and shoot for multiple units. The fact that both these effects are communal combined with his abillity to arrive precisely (both in terms of timing and placement) via Manta Strike enhaces your overall burst damage and can provide some crucial tempo swings. When it comes to his equipment, I find 3 Cyclic Ion Blasters plus a Multi-Tracker to be the most compelling choice, if you intend to Manta Strike. Although Fusion Blasters are also very effective, the &amp;gt;9&quot; restriction of Manta Strike doesn&#39;t allow you to get the most out of them when it matters the most. On the other hand, 3 Cyclic Ion Blasters grant you either 9 S7 shots or 3xD3 S7 shots that inflict D3 wounds each, while hitting on 2+ rerollable prevents you from taking any mortal wounds.&lt;br /&gt;
  7. &lt;br /&gt;
  8. -Stormsurge&lt;br /&gt;
  9. When it comes to the Stormsurge, I think that the buffs it was gifted with are quite obvious just by glimpsing at it. 20 wounds and toughness 7 are nothing to laugh at, although keep in mind that S4 weaponry wounds it on a 5+ now. It now possesses more weapon systems and is able to leave combat without any drawbacks whatsoever. Support systems also do wonders for this guy, due to its vast range of weapons. Advanced Targeting System &amp;nbsp;makes all of its weapons significantly stronger, Early Warning Override syrnergizes with its large footprint &amp;nbsp;and Shield Generator thrives on its large number of wounds. Counterfire Defence System could also be a contender in a more cc-oriented meta.That being said, it is also a tad cheaper compared to 7th edition. It can also trigger its Destroyer Missiles with ease, as it takes only 2 markerlights for them to be fired at the model&#39;s BS. The most impressive feature though, has to be its new Pulse Blastcannon. The latter has a tremendous damage output within 10&quot; that can be employed in very sneaky ways, such as by combining Ethereal&#39;s Zephyr Grace with Mont&#39;ka in order to close the gap between a potential target. One could argue that its Stabilising Anchors got worse compared to 7th edition, but you also have take into account the general power creep decline that all armies have been subjected to.&lt;br /&gt;
  10. &lt;br /&gt;
  11. -Fire Warriors&lt;br /&gt;
  12. While there are definately more striking options in the Tau arsenal, Fire Warriors still remain the backbone of the typical Tau army and I think that they finally got some room to shine. This has also a lot to do with the general points increase in the more appealing (in terms of damage output) options (Βroadsides, Riptides etc) along with the belief that troop choices will reclaim their fundamental role in the force organization chart. That being the case, Fire Warriors bring a lot to the table, due to a variety of armywide cumulative synergies, such as Ethereal&#39;s Storm of Fire, Pulse Accelerator Drones and Cadre Fireblade&#39;s Volley Fire, which now works as a 6&quot; aura. The latter could be capitalized on by bringing multiple units of Fire Warriors to the table that can dish out a potent amount of fire. Furthermore, their weapon options allow them to be suited to different army settings, such as gunline or mechanized or to more supplementary roles. &amp;nbsp;They are also 1 point cheaper than they used to be (40 points for a 5man strike team) and their new photon grenades make them a great utility option aswell.&lt;br /&gt;
  13. &lt;br /&gt;
  14. &lt;br /&gt;
  15. That&#39;s all for today!&lt;br /&gt;
  16. &lt;br /&gt;&lt;/div&gt;
  17. </description><link>http://amethystxenos.blogspot.com/2017/05/tau-in-8th-initial-thoughts.html</link><author>noreply@blogger.com (Just_a_Justicar)</author><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-6901674531391718578</guid><pubDate>Thu, 27 Mar 2014 14:31:00 +0000</pubDate><atom:updated>2014-03-27T07:32:44.093-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Gallery</category><title>Hive Fleet Daedalus Vol.1</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  18. Greetings fellow wargamers,&lt;br /&gt;
  19. &lt;br /&gt;
  20. &amp;nbsp;Long time, no see. I find it amazing that this blog continues to have a steady flow of view each day, even though I haven&#39;t posted anything since November.. &amp;nbsp;I feel humbled that there is an audience for this blog and I should feel bad &amp;nbsp;I don&#39;t commit more for this page.&lt;br /&gt;
  21. &lt;br /&gt;
  22. &amp;nbsp;Anyway, today I want to share with you some photos of my completed tyranid models from Hive Fleet Daedalus&lt;br /&gt;
  23. &lt;br /&gt;
  24. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  25. &lt;a href=&quot;http://fc06.deviantart.net/fs70/i/2014/086/b/8/onslaught_by_stefoserpent-d7btjof.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc06.deviantart.net/fs70/i/2014/086/b/8/onslaught_by_stefoserpent-d7btjof.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  26. &lt;br /&gt;
  27. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  28. &lt;br /&gt;&lt;/div&gt;
  29. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  30. &lt;a href=&quot;http://th03.deviantart.net/fs70/PRE/i/2014/086/7/e/hive_fleet_daedalus_mother_s_love_by_stefoserpent-d7btj6i.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://th03.deviantart.net/fs70/PRE/i/2014/086/7/e/hive_fleet_daedalus_mother_s_love_by_stefoserpent-d7btj6i.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  31. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  32. &lt;br /&gt;&lt;/div&gt;
  33. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  34. &lt;br /&gt;&lt;/div&gt;
  35. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  36. &lt;a href=&quot;http://fc01.deviantart.net/fs71/i/2014/086/a/a/hive_fleet_daedalus_genestealer_infestation_by_stefoserpent-d7btj6w.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc01.deviantart.net/fs71/i/2014/086/a/a/hive_fleet_daedalus_genestealer_infestation_by_stefoserpent-d7btj6w.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  37. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  38. &lt;br /&gt;&lt;/div&gt;
  39. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  40. &lt;br /&gt;&lt;/div&gt;
  41. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  42. &lt;a href=&quot;http://fc06.deviantart.net/fs70/i/2014/086/b/c/hive_fleet_daedalus_blind_artillery_by_stefoserpent-d7btj7d.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc06.deviantart.net/fs70/i/2014/086/b/c/hive_fleet_daedalus_blind_artillery_by_stefoserpent-d7btj7d.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  43. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  44. &lt;br /&gt;&lt;/div&gt;
  45. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  46. &lt;br /&gt;&lt;/div&gt;
  47. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  48. &lt;a href=&quot;http://fc05.deviantart.net/fs71/i/2014/086/5/b/gargoyle_close_up_by_stefoserpent-d7btj7l.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc05.deviantart.net/fs71/i/2014/086/5/b/gargoyle_close_up_by_stefoserpent-d7btj7l.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  49. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  50. &lt;br /&gt;&lt;/div&gt;
  51. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  52. &lt;br /&gt;&lt;/div&gt;
  53. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  54. &lt;a href=&quot;http://fc00.deviantart.net/fs71/i/2014/086/d/c/hive_fleet_daedalus_raveners_by_stefoserpent-d7btjnp.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc00.deviantart.net/fs71/i/2014/086/d/c/hive_fleet_daedalus_raveners_by_stefoserpent-d7btjnp.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  55. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  56. &lt;br /&gt;&lt;/div&gt;
  57. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  58. &lt;br /&gt;&lt;/div&gt;
  59. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  60. &lt;a href=&quot;http://fc09.deviantart.net/fs70/i/2014/086/e/2/hive_fleet_daedalus_trygon_by_stefoserpent-d7btjo0.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc09.deviantart.net/fs70/i/2014/086/e/2/hive_fleet_daedalus_trygon_by_stefoserpent-d7btjo0.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  61. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  62. &lt;br /&gt;&lt;/div&gt;
  63. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  64. &lt;br /&gt;&lt;/div&gt;
  65. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  66. &lt;a href=&quot;http://fc03.deviantart.net/fs71/i/2014/086/d/5/xenos_birth_by_stefoserpent-d7btjtq.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc03.deviantart.net/fs71/i/2014/086/d/5/xenos_birth_by_stefoserpent-d7btjtq.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  67. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  68. &lt;br /&gt;&lt;/div&gt;
  69. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  70. &lt;br /&gt;&lt;/div&gt;
  71. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  72. &lt;a href=&quot;http://fc05.deviantart.net/fs70/i/2014/086/d/a/hive_fleet_daedalus_gargoyle_swarm_by_stefoserpent-d7btj60.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc05.deviantart.net/fs70/i/2014/086/d/a/hive_fleet_daedalus_gargoyle_swarm_by_stefoserpent-d7btj60.jpg&quot; /&gt;&lt;/a&gt;&lt;a href=&quot;http://fc05.deviantart.net/fs70/i/2014/086/d/a/hive_fleet_daedalus_gargoyle_swarm_by_stefoserpent-d7btj60.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;a href=&quot;http://fc05.deviantart.net/fs70/i/2014/086/d/a/hive_fleet_daedalus_gargoyle_swarm_by_stefoserpent-d7btj60.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;/a&gt;&lt;a href=&quot;http://fc05.deviantart.net/fs70/i/2014/086/6/4/mew_two_pattern_zoanthropes_by_stefoserpent-d7btju6.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc05.deviantart.net/fs70/i/2014/086/6/4/mew_two_pattern_zoanthropes_by_stefoserpent-d7btju6.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  73. &lt;/div&gt;
  74. </description><link>http://amethystxenos.blogspot.com/2014/03/hive-fleet-daedalus.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>4</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-3248024741725009591</guid><pubDate>Thu, 21 Nov 2013 17:35:00 +0000</pubDate><atom:updated>2013-11-21T10:02:14.407-08:00</atom:updated><title>Five direct ways to beat the Screamerstar</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  75. &lt;br /&gt;
  76. Today we are going to discuss about different ways to deal with the famous &quot;Screamerstar&quot;, that we so often see getting fielded nowadays. This usually consists of 1-4 Heralds of Tzeentch with Grimoire(depending on the list and the player&#39;s commitment to the unit) attached to 9 Screamers of Tzeentch alongside with Kairos to get the precious reroll on the Grimoire. Νοte that we are not going to debate on different methods to bait,delay or minimize the unit&#39;s damage or to disrupt its Grimoire roll by killing the Fateweaver and thus getting an advantage, but rather on direct ways to crack through the unit&#39;s tough shell, making it an easy prey for your army.&lt;br /&gt;
  77. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  78. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWpFfaG2NcUl4Yv7TUpRVO6Y2XaP6tsmNTHCdWfn_uK6cdRZRHIuAFziOQz_EzmVV68E9hMmrmMz7iMpCH8K4JEmb5RA5GDyesudWF3iYyGK90ZIhkKdjVAX7J3oE0kjB-LqW0GbAZBxs/s1600/CABAA-CCBCB-CAFAJ-DB_thumb.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;214&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWpFfaG2NcUl4Yv7TUpRVO6Y2XaP6tsmNTHCdWfn_uK6cdRZRHIuAFziOQz_EzmVV68E9hMmrmMz7iMpCH8K4JEmb5RA5GDyesudWF3iYyGK90ZIhkKdjVAX7J3oE0kjB-LqW0GbAZBxs/s320/CABAA-CCBCB-CAFAJ-DB_thumb.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  79. &lt;br /&gt;
  80. 1)Go First!&lt;br /&gt;
  81. One of the most obvious ones. While it&#39;s not always worth taking the first turn and allowing your opponent to deploy reactively and also to have the last word on the mission, you should really consider it against the Screamerstar. Going first means that you &#39;ll get a whole turn of shooting before he gets his psychic powers off and thus making the Screamers invulnerable. Just make sure that you are going to get clear paths of fire to the unit, because LOS block via terrain is going to ruin your plans.&lt;br /&gt;
  82. &lt;br /&gt;
  83. &lt;div style=&quot;text-align: left;&quot;&gt;
  84. 2) Precision Shots&lt;/div&gt;
  85. Νοt so much a rule you can rely on, cause let&#39;s face it, there aren&#39;t many units out there that can lay down a significant amount of precision shots in order to overcome the look out sir rolls and the Herald&#39;s save to eventually kill him, but it is definately a rule you must not forget about when facing the Screamerstar. Special characters, sniper weapons or specific rules that state so, can override the standard wound allocation system and allow you to get your hands on the juicy targets. Specific units who come to mind, that can effectively break through the Screamerstar, are the Tau Sniper Drones(especially with the Ethereal buff) or the Vindicare Assasin(remember this guy?), but I am sure there are more out there.&lt;br /&gt;
  86. &lt;br /&gt;
  87. 3) Barrage weapons&lt;br /&gt;
  88. An other straight-forward way to manipulate the standard wound allocation system. Just rain down those blasts on the head of the Grimoire Herald hoping he misses his look out sir roll. Often it might be a good idea to focus other elements on the daemon army with this kind of weaponry, but depending on the circumstances, for example if there aren&#39;t any other notable threats or if you have a plethora of barrage shots(Thunderfire Cannon or Manticore), going for the Herald might prove itself really rewarding.&lt;br /&gt;
  89. &lt;br /&gt;
  90. 4) Positioning&lt;br /&gt;
  91. Obviously the angle you are going to fire the Screamerstar from plays an important role on which models are going to get hit. In most cases you will see the Screamers to be up in front of the unit in order to soak up wounds, while the Herald who holds the Grimoire will hide in the back in order to survive as long as possible. Naturally, as the game progresses the models are going to get repositioned, with the protection of the Herald being the pivotal aspect of their formation. However, especially after the Screamers will start approaching your units, they will be unable to provide a 360° arc of protection to the Herald. This will leave direct fire paths to the Herald open, that you can exploit by getting in the right position. Fast units or unit that arrive from reserves are especially good at archieving this as they have enough mobillity to flank the enemy&#39;s formation.&lt;br /&gt;
  92. &lt;br /&gt;
  93. 5)Focus Fire&lt;br /&gt;
  94. The most tricky one, but also one you should always pay your attention on. Often the Screamerstar in its attempt to spread out in order for example to avoid blast weapons or to present a bigger threat, finds itself being protected by different values of cover(not that they matter anyway). You can even affect the unit&#39;s cover by moving up models of yours in such a way that they intervene between the Screamerstar and your firing units, and thus providing cover to a certain part of the Screamers. The thing is, that by using Focus Fire you can isolate certain models of a unit(depending on the unit&#39;s cover saves) and focus them down while ignoring the rest of the unit towards wound allocation. This can sometimes prove itself a really worthy move, especially against units like the Screamerstar, as you will be able (providing that the circumstances allow it) to snipe off the weaker parts of the unit aka the Heralds and thus crippling the whole unit&#39;s durability.&lt;br /&gt;
  95. &lt;br /&gt;
  96. Thank you,&lt;br /&gt;
  97. Just_a_Justicar&lt;br /&gt;
  98. &lt;br /&gt;&lt;/div&gt;
  99. </description><link>http://amethystxenos.blogspot.com/2013/11/five-direct-ways-to-beat-screamerstar.html</link><author>noreply@blogger.com (Just_a_Justicar)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWpFfaG2NcUl4Yv7TUpRVO6Y2XaP6tsmNTHCdWfn_uK6cdRZRHIuAFziOQz_EzmVV68E9hMmrmMz7iMpCH8K4JEmb5RA5GDyesudWF3iYyGK90ZIhkKdjVAX7J3oE0kjB-LqW0GbAZBxs/s72-c/CABAA-CCBCB-CAFAJ-DB_thumb.jpg" height="72" width="72"/><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-2063103162257767719</guid><pubDate>Tue, 05 Nov 2013 18:42:00 +0000</pubDate><atom:updated>2013-11-06T02:59:05.633-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Chaos Tactica</category><title>Competitive Chaos Space Marines in 6th Ed. Part1: An Ode to the Ruinous Powers</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  100. &lt;div class=&quot;MsoNormal&quot;&gt;
  101. &lt;span lang=&quot;EN-US&quot;&gt;Greetings
  102. fellow wargamers,&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  103. &lt;div class=&quot;MsoNormal&quot;&gt;
  104. &lt;br /&gt;&lt;/div&gt;
  105. &lt;div class=&quot;MsoNormal&quot;&gt;
  106. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Today’s post is dedicated to the beloved Sons
  107. of the Warp, the Chaos Space Marines and their position in the “ food chain” of
  108. the current meta.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  109. &lt;div class=&quot;MsoNormal&quot;&gt;
  110. &lt;span lang=&quot;EN-US&quot;&gt;Being the
  111. first “pure” 6&lt;sup&gt;th&lt;/sup&gt; ed. Codex, Chaos boys heralded the start&amp;nbsp; of a new codex format which was supposed to
  112. be balanced and make every unit in the book viable. &amp;nbsp;Kind of…&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  113. &lt;div class=&quot;MsoNormal&quot;&gt;
  114. &lt;br /&gt;&lt;/div&gt;
  115. &lt;div class=&quot;MsoNormal&quot;&gt;
  116. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;It is an undeniable fact that 80% of the units
  117. that are included in the Chaos Space Marines codex should be avoided in any competitive army list. Having said that, let’s take a
  118. look at those few units that are decent enough to be taken into consideration.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  119. &lt;div class=&quot;MsoNormal&quot;&gt;
  120. &lt;br /&gt;&lt;/div&gt;
  121. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
  122. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;u&gt;&amp;nbsp;HQ&lt;/u&gt;&lt;/span&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  123. &lt;div class=&quot;MsoNormal&quot;&gt;
  124. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  125. &lt;div class=&quot;MsoNormal&quot;&gt;
  126. &lt;a href=&quot;http://i283.photobucket.com/albums/kk318/ivancorea/ChaosLogo.png&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;196&quot; src=&quot;http://i283.photobucket.com/albums/kk318/ivancorea/ChaosLogo.png&quot; width=&quot;200&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;A rather
  127. uninteresting section of the book, most Chaos players should prefer the
  128. cheapest possible solution to fill that compulsory HQ slot. A naked Lord or
  129. Sorcerer ,hidden in a blob of Cultists is the standard option for most chaos
  130. lists. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  131. &lt;div class=&quot;MsoNormal&quot;&gt;
  132. &lt;span lang=&quot;EN-US&quot;&gt;Alternatively,
  133. it is possible to upgrade said Lord/Sorcerer with all sorts of weapons and
  134. equipment ,&amp;nbsp; then attach them in units of
  135. Chaos Bikers or Terminators ( see below) .&amp;nbsp; It all
  136. depends on the army list and the purpose of the HQ.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  137. &lt;div class=&quot;MsoNormal&quot;&gt;
  138. &lt;span lang=&quot;EN-US&quot;&gt;As far as
  139. Special Characters are concerned, I would suggest to avoid them completely, as &amp;nbsp;almost all of them offer little to compensate
  140. for their immense points cost and they give few or none army- wide buffs.&amp;nbsp; Even if some of them make horrifying
  141. beatsticks, they are simply not worth it,&amp;nbsp;
  142. as a nicely armed plain Lord can perform as well for half the price.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  143. &lt;div class=&quot;MsoNormal&quot;&gt;
  144. &lt;br /&gt;&lt;/div&gt;
  145. &lt;div class=&quot;MsoNormal&quot;&gt;
  146. &lt;span lang=&quot;EN-US&quot;&gt;&lt;/span&gt;&lt;/div&gt;
  147. &lt;div style=&quot;text-align: center;&quot;&gt;
  148. &lt;b style=&quot;font-size: x-large;&quot;&gt;&lt;u&gt;ELITES&lt;/u&gt;&lt;/b&gt;&lt;/div&gt;
  149. &lt;o:p&gt;&lt;/o:p&gt;&lt;br /&gt;
  150. &lt;div class=&quot;MsoNormal&quot;&gt;
  151. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  152. &lt;div class=&quot;MsoNormal&quot;&gt;
  153. &lt;span lang=&quot;EN-US&quot;&gt;The only unit
  154. that is worth considering &amp;nbsp;from the Elite slot is the Chaos Terminator squad.&amp;nbsp; Compared&amp;nbsp;
  155. to their loyal counterparts, the Chaos termies are both cheaper and more
  156. versatile. In the past, these guys were used&amp;nbsp;
  157. as suicide units armed with combi- weapons. They can still perform this
  158. roll nicely and this is actually remains the most common way in which they are
  159. used.&amp;nbsp; I would suggest taking a small
  160. squad of terminators as distraction unit &amp;nbsp;if there are leftover points that can be
  161. invested.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  162. &lt;div class=&quot;MsoNormal&quot;&gt;
  163. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;On the other hand, as I mentioned above, the
  164. Terminator unit can be further empowered with the addition of an&amp;nbsp; HQ character ( mostly Sorcerer) in terminator
  165. armor for some decent shooting support with combi-weapons etc.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  166. &lt;div class=&quot;MsoNormal&quot;&gt;
  167. &lt;br /&gt;&lt;/div&gt;
  168. &lt;div class=&quot;MsoNormal&quot;&gt;
  169. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  170. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
  171. &lt;span lang=&quot;EN-US&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;b&gt;&lt;u&gt;TROOPS&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  172. &lt;div class=&quot;MsoNormal&quot;&gt;
  173. &lt;span lang=&quot;EN-US&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
  174. &lt;div class=&quot;MsoNormal&quot;&gt;
  175. &lt;a href=&quot;http://images4.wikia.nocookie.net/__cb20130109054243/warhammer40k/images/1/18/Plague_Marine.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;http://images4.wikia.nocookie.net/__cb20130109054243/warhammer40k/images/1/18/Plague_Marine.jpg&quot; width=&quot;233&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;The Chaos
  176. army has access to some rather nice troop options that offer both flexibility
  177. and adequate damage output.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  178. &lt;div class=&quot;MsoNormal&quot;&gt;
  179. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  180. &lt;div class=&quot;MsoNormal&quot;&gt;
  181. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Cultists&lt;/b&gt;: &amp;nbsp;by far the most common troop choice these
  182. days, cultists are dirt cheap and can fill the compulsory troop options for a
  183. mere 100 points. They have almost 0 damage output, 0 survivability outside of
  184. cover, but are otherwise decent for their cost. Their sole purpose is to claim
  185. objectives and thankfully they can do that very well.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  186. &lt;div class=&quot;MsoNormal&quot;&gt;
  187. &lt;span lang=&quot;EN-US&quot;&gt;For the
  188. most part, cultists are more than enough to cover the needs for Troop
  189. units.&amp;nbsp; Regular Chaos Space marines are
  190. certainly to be avoided simply because they are outclassed by those humble
  191. cultists.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  192. &lt;div class=&quot;MsoNormal&quot;&gt;
  193. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  194. &lt;div class=&quot;MsoNormal&quot;&gt;
  195. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;On the other hand, the codex provides access
  196. to another 4 units of troops: Khorne Berzekers, Thousand Sons, Noise Mariners,
  197. Plaguemarines. Although these guys are normally an Elite option, it is
  198. non-negotiable that they should never be taken as Elites. The only way that
  199. these guys become viable is via marked HQ’s ( with the appropriate deity’s
  200. symbol), as a Troop choice instead. This is why I am mentioning them in the Troops
  201. section.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  202. &lt;div class=&quot;MsoNormal&quot;&gt;
  203. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  204. &lt;div class=&quot;MsoNormal&quot;&gt;
  205. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Khorne Berzekers and Thousand Sons are
  206. definitely bad options and have no place in competitive environment. On the
  207. other hand, Plaguemarines and&amp;nbsp; Noise
  208. marines, although they are both considered “ outsiders”, can perform well in
  209. most lists.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  210. &lt;div class=&quot;MsoNormal&quot;&gt;
  211. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  212. &lt;div class=&quot;MsoNormal&quot;&gt;
  213. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&amp;nbsp;Plaguemarines&lt;/b&gt; are rather expensive, starting
  214. at 24pts each, but their cost is arguably justified by their T5, FNP, Fearless
  215. and defensive grenades, all of which make those sick bastards quite obnoxious
  216. for the opponent. Still, they are armed with bolters, for what that’s worth,
  217. but can take up to two special weapons per 5 guys, which is OK. &amp;nbsp;Taking into consideration the fact that the
  218. amount of weapons that &amp;nbsp;ignore cover is
  219. on the rise, perhaps Chaos players should rethink their lists and make some
  220. space for a few Plaguemarine squads.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  221. &lt;div class=&quot;MsoNormal&quot;&gt;
  222. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  223. &lt;div class=&quot;MsoNormal&quot;&gt;
  224. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Noise
  225. marines&lt;/b&gt; were considered to be garbage, until the FAQ gave them 2 Blastmasters
  226. per 10 models.&amp;nbsp; Now, for 240 points you
  227. can get 10 marines with 2 str8 ap3 Blast weapons with the Ignores Cover special
  228. rule, and although the point cost is definitely non-negligible,&amp;nbsp; Noise marines can perform well as objective
  229. holders while dishing out some serious damage from a safe distance. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  230. &lt;div class=&quot;MsoNormal&quot;&gt;
  231. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  232. &lt;div class=&quot;MsoNormal&quot;&gt;
  233. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  234. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
  235. &lt;span lang=&quot;EN-US&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;b&gt;&lt;u&gt;FAST ATTACK&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  236. &lt;div class=&quot;MsoNormal&quot;&gt;
  237. &lt;span lang=&quot;EN-US&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
  238. &lt;div class=&quot;MsoNormal&quot;&gt;
  239. &lt;span lang=&quot;EN-US&quot;&gt;When people
  240. talk about the Chaos Space Marine codex, the main subject of discussion is
  241. almost always the same: &lt;b&gt;Helldrake&lt;/b&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  242. &lt;div class=&quot;MsoNormal&quot;&gt;
  243. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  244. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  245. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6BbvU_RrZFl8aSVcTvHagIMM2zMx6hh1bMWKcpdkJrR5MlyuXV3UjF21XvwN8TiEAvcLH60KrpH_hmgAah787-b7jaHpei32aMPF2Ykt-IE5RzaGseIJsPCMFv3hzMjfNYwwwiNJPIDE/s1600/Heldrake02.png&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;257&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6BbvU_RrZFl8aSVcTvHagIMM2zMx6hh1bMWKcpdkJrR5MlyuXV3UjF21XvwN8TiEAvcLH60KrpH_hmgAah787-b7jaHpei32aMPF2Ykt-IE5RzaGseIJsPCMFv3hzMjfNYwwwiNJPIDE/s320/Heldrake02.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;I believe there is no need to explain why the
  246. Helldrake is considered the best flyer&amp;nbsp;
  247. ever made, and possibly one of the best units to hit the tables. This
  248. mighty mechanical dragon would certainly bring tears of joy in the eyes of the
  249. Chaos gods themselves, and for the opponents of the Ruinous powers there is without
  250. a doubt, &amp;nbsp;no other instrument that can
  251. convey the sheer terror and butthurt&amp;nbsp;
  252. that is synonymous with the Denizens of the Warp..&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  253. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  254. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  255. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  256. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  257. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  258. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  259. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  260. &lt;span lang=&quot;EN-US&quot;&gt;Having said that, it is an undeniable fact that
  261. those 3 Elite slots , more often than not, are dedicated exclusively for the accommodation
  262. of Helldrakes.&amp;nbsp; For all and any
  263. competitive purposes , &amp;nbsp;any Chaos list
  264. should begin with the addition of at least 2 of these wicked monstrosities.
  265. From that point on, the list can be tailored to match the desires and needs of
  266. the player.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  267. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  268. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  269. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  270. &lt;span lang=&quot;EN-US&quot;&gt;Despite the fact that the Helldrake is the sole
  271. unit that still &amp;nbsp;keeps the Chaos engine
  272. alive, his effectiveness has diminished over time. Certainly, it will still
  273. perform excellent and all that, but the metagame is ever changing, and with all
  274. this bombardment of new releases that we experienced this year, the Helldrake
  275. has indeed lost some of his glory.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  276. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  277. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  278. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  279. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;For
  280. example, against the most recent threats, like Tau, who has a bunch of
  281. Interceptor weapons, and plenty of bodies with 2+ save, or Eldar, who spam AV12
  282. vehicles and T8 MCs,&amp;nbsp; Helldrakes are not
  283. as effective as they used to be previously, when everybody used Aegis Defence
  284. lines and blobs of Troops. Furthermore, people realized that the paranoia that
  285. followed the release of the Helldrake was nothing more than a hype, and that
  286. the damage caused by the dragon can be easily reduced simply by spreading out
  287. your troops, keeping a safe distance from the opponent’s table edge or simply
  288. making changes in their army lists and try to play around it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  289. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  290. &lt;br /&gt;&lt;/div&gt;
  291. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  292. &lt;span lang=&quot;EN-US&quot;&gt;So, where were we? Oh, yes, FA slots! Except
  293. the dragon, there are other interesting options that I should mention.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  294. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  295. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Chaos
  296. Bikers and Chaos Spawns are the alternative units that can be taken, if the
  297. Helldrake is not your thing. I am making a single paragraph about both units,
  298. because they are both used in the same manner: fast, durable melee specialists.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  299. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  300. &lt;span lang=&quot;EN-US&quot;&gt;Bikers and Spawns need Lords on bikes ( or
  301. Juggernauts ) to accompany them. &amp;nbsp;Probably the best option is to use a Nurgle
  302. lord on Bike, with a chaotic artefact of your choice,&amp;nbsp;
  303. alongside a large squad of bikers/ spawns with the same mark.&amp;nbsp; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  304. &lt;div class=&quot;MsoNormal&quot;&gt;
  305. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;I believe that bikers are somewhat better that
  306. spawns, because they don’t rely as much on the joined HQ. Spawns have no armour
  307. save and they need a sponge-character to absorb incoming damage. In melee they
  308. are quite decent though &amp;nbsp;and their 3
  309. wounds can make them rather resilient against anything but massed shooting.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  310. &lt;div class=&quot;MsoNormal&quot;&gt;
  311. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Bikers, on the other hand have the
  312. characteristic reliability of the Space marine, some shooting potential, access
  313. to special and melee weapons etc etc.&amp;nbsp; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  314. &lt;div class=&quot;MsoNormal&quot;&gt;
  315. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  316. &lt;div class=&quot;MsoNormal&quot;&gt;
  317. &lt;span lang=&quot;EN-US&quot;&gt;In the
  318. end,&amp;nbsp; both units are perfectly viable,
  319. although personally I would choose the Chaos Spawns, simply because they make
  320. better use of the attached character, and their Fleet special rule, which can
  321. make all the difference in certain situations.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  322. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  323. &lt;br /&gt;&lt;/div&gt;
  324. &lt;div class=&quot;MsoNormal&quot;&gt;
  325. &lt;br /&gt;&lt;/div&gt;
  326. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
  327. &lt;span lang=&quot;EN-US&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;b&gt;&lt;u&gt;Heavy support&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  328. &lt;div class=&quot;MsoNormal&quot;&gt;
  329. &lt;br /&gt;&lt;/div&gt;
  330. &lt;div class=&quot;MsoNormal&quot;&gt;
  331. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&amp;nbsp;Obliterators:&lt;/b&gt; The second-best
  332. unit in the book, Oblis have been a common sight in Chaos Space marine armies
  333. for a long time and despite the changes in the metagame and a small hit from
  334. the nerfbat, they retain their potential as flexible shooting platforms. They
  335. should be included in most chaos lists as they are probably the best heavy
  336. support option available in the codex. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  337. &lt;div class=&quot;MsoNormal&quot;&gt;
  338. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  339. &lt;div class=&quot;MsoNormal&quot;&gt;
  340. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Forgefiend&lt;/b&gt;: This is a personal favorite of mine, a unit that I suggest
  341. every time I happen to chat about Chaos army lists. I believe that Forgefiends
  342. are one of the most underestimated units, and here’s why:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  343. &lt;div class=&quot;MsoNormal&quot;&gt;
  344. &lt;span lang=&quot;EN-US&quot;&gt;Sure, they are expensive to field. 175 points for an AV12 Walker
  345. certainly seems like a bad deal and it only gets worse when you notice that
  346. BS3, but he has 8 str8 ap4 shots at 48”, 5++&amp;nbsp;
  347. and the Daemonforge rule.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  348. &lt;div class=&quot;MsoNormal&quot;&gt;
  349. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;It seems that Forgefiends are
  350. ideal candidates for prescience...and it just so happens that Chaos Space
  351. Marines can ally with Daemons and get access to Heralds of Tzeench. That’s all
  352. I am suggesting, perhaps I am wrong and that combo simply isn’t worth it.&amp;nbsp; I still need to test it out, but I think it
  353. can make a decent option.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  354. &lt;div class=&quot;MsoNormal&quot;&gt;
  355. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  356. &lt;div class=&quot;MsoNormal&quot;&gt;
  357. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Maulerfiend&lt;/b&gt;: The melee-oriented cousin of the Forgefiend is quite
  358. cheaper and has 12” movement, which make it a great option for dedicated
  359. assault Chaos lists. It’s not great, but can perform well in lists that are
  360. built around it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  361. &lt;div class=&quot;MsoNormal&quot;&gt;
  362. &lt;br /&gt;&lt;/div&gt;
  363. &lt;div class=&quot;MsoNormal&quot;&gt;
  364. &lt;br /&gt;&lt;/div&gt;
  365. &lt;div class=&quot;MsoNormal&quot;&gt;
  366. &lt;span lang=&quot;EN-US&quot;&gt;Conclusion:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  367. &lt;div class=&quot;MsoNormal&quot;&gt;
  368. &lt;br /&gt;&lt;/div&gt;
  369. &lt;div class=&quot;MsoNormal&quot;&gt;
  370. &lt;span lang=&quot;EN-US&quot;&gt;The Codex: Chaos Space Marine still makes viable and competitive army
  371. lists, despite the fact that it had the misfortune of being the 1&lt;sup&gt;st&lt;/sup&gt;
  372. 6&lt;sup&gt;th&lt;/sup&gt; ed Codex,&amp;nbsp; in an
  373. ever-changing&amp;nbsp; environment where new
  374. threats are presented with each new release , can still perform very well. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  375. &lt;div class=&quot;MsoNormal&quot;&gt;
  376. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;In this article I only wrote
  377. about those units of the codex that I consider the best, but that does not
  378. necessarily mean that the rest of the Codex is terrible. In any case, I hope
  379. you enjoyed this 1&lt;sup&gt;st&lt;/sup&gt; part of the Chaos Space Marine tactica. More to
  380. follow…&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  381. &lt;div class=&quot;MsoNormal&quot;&gt;
  382. &lt;br /&gt;&lt;/div&gt;
  383. &lt;br /&gt;
  384. &lt;div class=&quot;MsoNormal&quot;&gt;
  385. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Stefanos Kapetanakis, out.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  386. &lt;div class=&quot;MsoNormal&quot;&gt;
  387. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  388. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  389. &lt;a href=&quot;http://static.giantbomb.com/uploads/original/0/5891/422697-fullview_emperor_horus.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;465&quot; src=&quot;http://static.giantbomb.com/uploads/original/0/5891/422697-fullview_emperor_horus.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  390. &lt;div class=&quot;MsoNormal&quot;&gt;
  391. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  392. &lt;div class=&quot;MsoNormal&quot;&gt;
  393. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  394. &lt;/div&gt;
  395. </description><link>http://amethystxenos.blogspot.com/2013/11/competitive-chaos-space-marines-in-6th.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6BbvU_RrZFl8aSVcTvHagIMM2zMx6hh1bMWKcpdkJrR5MlyuXV3UjF21XvwN8TiEAvcLH60KrpH_hmgAah787-b7jaHpei32aMPF2Ykt-IE5RzaGseIJsPCMFv3hzMjfNYwwwiNJPIDE/s72-c/Heldrake02.png" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-476817501319672360</guid><pubDate>Sun, 01 Sep 2013 13:39:00 +0000</pubDate><atom:updated>2013-11-05T10:44:12.413-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Blood Angels Tactica</category><title>Competitive Blood Angels Part 5: Wall of Raiders</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  396. &lt;div class=&quot;MsoNormal&quot;&gt;
  397. &lt;br /&gt;&lt;/div&gt;
  398. &lt;div class=&quot;MsoNormal&quot;&gt;
  399. &lt;br /&gt;&lt;/div&gt;
  400. &lt;div class=&quot;MsoNormal&quot;&gt;
  401. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Hello fellow wargamers&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  402. &lt;div class=&quot;MsoNormal&quot;&gt;
  403. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  404. &lt;div class=&quot;MsoNormal&quot;&gt;
  405. &lt;span lang=&quot;EN-US&quot;&gt;Today we
  406. will analyze a BA Land Raider- heavy list.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  407. &lt;div class=&quot;MsoNormal&quot;&gt;
  408. &lt;br /&gt;&lt;/div&gt;
  409. &lt;div class=&quot;MsoNormal&quot;&gt;
  410. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;To begin with, why using Land Raiders?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  411. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  412. &lt;div class=&quot;MsoNormal&quot;&gt;
  413. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The answer is very simple: &lt;span style=&quot;color: cyan;&quot;&gt;Resilience&lt;/span&gt; and
  414. &lt;span style=&quot;color: cyan;&quot;&gt;Counter-meta&lt;/span&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  415. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  416. &lt;div class=&quot;MsoNormal&quot;&gt;
  417. &lt;span lang=&quot;EN-US&quot;&gt;In the 3&lt;sup&gt;rd&lt;/sup&gt;
  418. part of these series, I mentioned the reasons why Land Raiders remain a great
  419. option. In fact, currently LR are becoming such a good option amongst Space
  420. Marine players, that they are starting to form a brand new archetype of their
  421. own.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  422. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  423. &lt;div class=&quot;MsoNormal&quot;&gt;
  424. &lt;span lang=&quot;EN-US&quot;&gt;Every SM
  425. codex has access to them and most chapters can make an efficient LR heavy list.
  426. However, BA are quite unique solely because they get LR as dedicated
  427. transports, leaving space for HS goodness.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  428. &lt;div class=&quot;MsoNormal&quot;&gt;
  429. &lt;span lang=&quot;EN-US&quot;&gt;Thus,
  430. without further delay, allow me to present you a typical BA LR list:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  431. &lt;div class=&quot;MsoNormal&quot;&gt;
  432. &lt;br /&gt;&lt;/div&gt;
  433. &lt;div class=&quot;MsoNormal&quot;&gt;
  434. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;HQ&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  435. &lt;div class=&quot;MsoNormal&quot;&gt;
  436. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  437. &lt;div class=&quot;MsoNormal&quot;&gt;
  438. &lt;span lang=&quot;EN-US&quot;&gt;Librarian-125&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  439. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: left;&quot;&gt;
  440. &lt;/div&gt;
  441. &lt;ul style=&quot;text-align: left;&quot;&gt;
  442. &lt;li&gt;Terminator
  443. Armor&lt;/li&gt;
  444. &lt;li&gt;Power Axe&lt;/li&gt;
  445. &lt;li&gt;Blood Lance&lt;/li&gt;
  446. &lt;li&gt;Shield of
  447. Sanguinius&lt;/li&gt;
  448. &lt;/ul&gt;
  449. &lt;br /&gt;
  450. &lt;div class=&quot;MsoNormal&quot;&gt;
  451. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  452. &lt;div class=&quot;MsoNormal&quot;&gt;
  453. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;ELITES&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  454. &lt;div class=&quot;MsoNormal&quot;&gt;
  455. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  456. &lt;div class=&quot;MsoNormal&quot;&gt;
  457. &lt;span lang=&quot;EN-US&quot;&gt;Corbulo-100&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  458. &lt;div class=&quot;MsoNormal&quot;&gt;
  459. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  460. &lt;div class=&quot;MsoNormal&quot;&gt;
  461. &lt;span lang=&quot;EN-US&quot;&gt;Assault
  462. Terminator Squad-225&lt;/span&gt;&lt;/div&gt;
  463. &lt;div class=&quot;MsoNormal&quot;&gt;
  464. &lt;/div&gt;
  465. &lt;ul style=&quot;text-align: left;&quot;&gt;
  466. &lt;li&gt;5x THSS&lt;/li&gt;
  467. &lt;/ul&gt;
  468. &lt;br /&gt;
  469. &lt;div class=&quot;MsoNormal&quot;&gt;
  470. &lt;span lang=&quot;EN-US&quot;&gt;DT: LR
  471. Crusader-260&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  472. &lt;div class=&quot;MsoNormal&quot;&gt;
  473. &lt;/div&gt;
  474. &lt;ul style=&quot;text-align: left;&quot;&gt;
  475. &lt;li&gt;Extra
  476. Multi-melta&lt;/li&gt;
  477. &lt;/ul&gt;
  478. &lt;br /&gt;
  479. &lt;div class=&quot;MsoNormal&quot;&gt;
  480. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  481. &lt;div class=&quot;MsoNormal&quot;&gt;
  482. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;TROOPS&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  483. &lt;div class=&quot;MsoNormal&quot;&gt;
  484. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  485. &lt;div class=&quot;MsoNormal&quot;&gt;
  486. &lt;span lang=&quot;EN-US&quot;&gt;5xAssault
  487. Squad- 100&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  488. &lt;div class=&quot;MsoNormal&quot;&gt;
  489. &lt;span lang=&quot;EN-US&quot;&gt;DT: Land
  490. Raider- 225&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  491. &lt;div class=&quot;MsoNormal&quot;&gt;
  492. &lt;/div&gt;
  493. &lt;ul style=&quot;text-align: left;&quot;&gt;
  494. &lt;li&gt;Extra
  495. Multi-melta&lt;/li&gt;
  496. &lt;/ul&gt;
  497. &lt;br /&gt;
  498. &lt;div class=&quot;MsoNormal&quot;&gt;
  499. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  500. &lt;div class=&quot;MsoNormal&quot;&gt;
  501. &lt;span lang=&quot;EN-US&quot;&gt;5x Assault
  502. Squad-100&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  503. &lt;div class=&quot;MsoNormal&quot;&gt;
  504. &lt;span lang=&quot;EN-US&quot;&gt;DT: Land
  505. Raider-225&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  506. &lt;div class=&quot;MsoNormal&quot;&gt;
  507. &lt;/div&gt;
  508. &lt;ul style=&quot;text-align: left;&quot;&gt;
  509. &lt;li&gt;Extra
  510. Multi-melta&lt;/li&gt;
  511. &lt;/ul&gt;
  512. &lt;br /&gt;
  513. &lt;div class=&quot;MsoNormal&quot;&gt;
  514. &lt;br /&gt;&lt;/div&gt;
  515. &lt;div class=&quot;MsoNormal&quot;&gt;
  516. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;HEAVY
  517. SUPPORT&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  518. &lt;div class=&quot;MsoNormal&quot;&gt;
  519. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  520. &lt;div class=&quot;MsoNormal&quot;&gt;
  521. &lt;span lang=&quot;EN-US&quot;&gt;Vindicator-145&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  522. &lt;div class=&quot;MsoNormal&quot;&gt;
  523. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  524. &lt;div class=&quot;MsoNormal&quot;&gt;
  525. &lt;span lang=&quot;EN-US&quot;&gt;Vindicator-145&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  526. &lt;div class=&quot;MsoNormal&quot;&gt;
  527. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  528. &lt;div class=&quot;MsoNormal&quot;&gt;
  529. &lt;span lang=&quot;EN-US&quot;&gt;Stormraven
  530. Gunship-200&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  531. &lt;div class=&quot;MsoNormal&quot;&gt;
  532. &lt;/div&gt;
  533. &lt;ul style=&quot;text-align: left;&quot;&gt;
  534. &lt;li&gt;Twin-Linked
  535. Multi-Melta&lt;/li&gt;
  536. &lt;li&gt;Twin-Linked
  537. Lascannon&lt;/li&gt;
  538. &lt;/ul&gt;
  539. &lt;br /&gt;
  540. &lt;div class=&quot;MsoNormal&quot;&gt;
  541. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;TOTAL: 1850&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  542. &lt;div class=&quot;MsoNormal&quot;&gt;
  543. &lt;br /&gt;&lt;/div&gt;
  544. &lt;div class=&quot;MsoNormal&quot;&gt;
  545. &lt;span lang=&quot;EN-US&quot;&gt;This is
  546. quite a balanced LR- heavy list. It has enough firepower to deal with most
  547. enemies, it contains some vital units ( vindicators, Stormraven) and has a decent, reliable, melee unit.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  548. &lt;div class=&quot;MsoNormal&quot;&gt;
  549. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  550. &lt;div class=&quot;MsoNormal&quot;&gt;
  551. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The philosophy of the list is quite plain:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  552. &lt;div class=&quot;MsoNormal&quot;&gt;
  553. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  554. &lt;div class=&quot;MsoNormal&quot;&gt;
  555. &lt;span lang=&quot;EN-US&quot;&gt;Libby,
  556. Corbulo, terminators in LRC, 5man marines in LR. It behaves like a moving wall
  557. (good old 5&lt;sup&gt;th&lt;/sup&gt; ed. Bag of tricks),&amp;nbsp;
  558. making excellent use of the high AV of the list. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  559. &lt;div class=&quot;MsoNormal&quot;&gt;
  560. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  561. &lt;div class=&quot;MsoNormal&quot;&gt;
  562. &lt;span lang=&quot;EN-US&quot;&gt;The
  563. terminator unit should be nearly unstoppable with Corbulo and his incredible
  564. 3+, 2+ FNP guarantee that they will survive long enough to completely wipe out
  565. the opponent.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  566. &lt;div class=&quot;MsoNormal&quot;&gt;
  567. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  568. &lt;div class=&quot;MsoNormal&quot;&gt;
  569. &lt;a href=&quot;http://images.wikia.com/warhammer40k/images/b/b1/Cruor_Angelus_by_MajesticChicken.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;http://images.wikia.com/warhammer40k/images/b/b1/Cruor_Angelus_by_MajesticChicken.jpg&quot; width=&quot;277&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;And while
  570. most LR lists have little to no way of dealing with enemy flyers, the presence
  571. of one Stormraven should be enough to take care of any airborne threat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  572. &lt;div class=&quot;MsoNormal&quot;&gt;
  573. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  574. &lt;div class=&quot;MsoNormal&quot;&gt;
  575. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;I believe that lists like this are probably
  576. the best &amp;nbsp;our codex can offer. At the
  577. moment, I dare to say that they are counter-meta against Tau and Eldar, simply
  578. because their shooting units are unable to harm high AV targets. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  579. &lt;div class=&quot;MsoNormal&quot;&gt;
  580. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  581. &lt;div class=&quot;MsoNormal&quot;&gt;
  582. &lt;span lang=&quot;EN-US&quot;&gt;Against a
  583. list&lt;/span&gt;&amp;nbsp;like this, most Tau players will only get to do some damage with their
  584. Riptides, while your AV Wall with proceed with deadly efficiency, completely
  585. abusing the lack of melta weaponry that characterize today’s meta.&lt;/div&gt;
  586. &lt;div class=&quot;MsoNormal&quot;&gt;
  587. &lt;br /&gt;&lt;/div&gt;
  588. &lt;div class=&quot;MsoNormal&quot;&gt;
  589. &lt;span lang=&quot;EN-US&quot;&gt;This list
  590. is also very, very effective against Necrons, who also rely on str7 shots and
  591. can only pierce LR if they get in melee. Our buffed terminators should be
  592. enough to deal with as many as 12 wraiths without any problem at all.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  593. &lt;div class=&quot;MsoNormal&quot;&gt;
  594. &lt;br /&gt;&lt;/div&gt;
  595. &lt;div class=&quot;MsoNormal&quot;&gt;
  596. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The biggest problem of the list is, of course,
  597. the lack of troop units. &amp;nbsp;Having only 2
  598. units of Assault marines means that the opponent can eradicate them fast,
  599. denying you any means of claiming objectives. The trick here is to keep them in
  600. their safe zones ( LR) until late game, making sure not to miss their timing to
  601. go and get those obj, while using the bulk of the LR to keep them hidden from
  602. any harm.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  603. &lt;div class=&quot;MsoNormal&quot;&gt;
  604. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  605. &lt;div class=&quot;MsoNormal&quot;&gt;
  606. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;If played correctly, this is a list that can almost guarantee a draw, get a minor victory easily, and lose fairly hard. In team tournaments, I would certainly insist that a similar list should be included in the team. It is just that good.&lt;/span&gt;&lt;/div&gt;
  607. &lt;div class=&quot;MsoNormal&quot;&gt;
  608. &lt;br /&gt;&lt;/div&gt;
  609. &lt;div class=&quot;MsoNormal&quot;&gt;
  610. &lt;span lang=&quot;EN-US&quot;&gt;Thank you&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  611. &lt;br /&gt;
  612. &lt;div class=&quot;MsoNormal&quot;&gt;
  613. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos
  614. Kapetanakis.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  615. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;
  616. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  617. &lt;/div&gt;
  618. </description><link>http://amethystxenos.blogspot.com/2013/09/competitive-blood-angels-part5-wall-of.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-4291493040550102539</guid><pubDate>Thu, 29 Aug 2013 08:47:00 +0000</pubDate><atom:updated>2013-11-05T10:43:56.351-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Blood Angels Tactica</category><title>Competitive Blood Angels Part 4: Time to Strike</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  619. &lt;div class=&quot;MsoNormal&quot;&gt;
  620. &lt;br /&gt;&lt;/div&gt;
  621. &lt;div class=&quot;MsoNormal&quot;&gt;
  622. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&lt;/span&gt;&amp;nbsp;In the previous parts of this tactica series we
  623. have discussed some of the best units and elements of the Codex. Now it’s time
  624. put theory into practice and make some army lists. I will begin with a list
  625. focused on assault&lt;/div&gt;
  626. &lt;div class=&quot;MsoNormal&quot;&gt;
  627. &lt;br /&gt;&lt;/div&gt;
  628. &lt;div class=&quot;MsoNormal&quot;&gt;
  629. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&amp;nbsp;HQ&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  630. &lt;div class=&quot;MsoNormal&quot;&gt;
  631. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  632. &lt;div class=&quot;MsoNormal&quot;&gt;
  633. &lt;span lang=&quot;EN-US&quot;&gt;Librarian- 125&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  634. &lt;div class=&quot;MsoNormal&quot;&gt;
  635. &lt;/div&gt;
  636. &lt;ul style=&quot;text-align: left;&quot;&gt;
  637. &lt;li&gt;&lt;i&gt;Jump Pack&lt;/i&gt;&lt;/li&gt;
  638. &lt;li&gt;&lt;i&gt;Force Axe&lt;/i&gt;&lt;/li&gt;
  639. &lt;/ul&gt;
  640. &lt;br /&gt;
  641. &lt;div class=&quot;MsoNormal&quot;&gt;
  642. &lt;b&gt;Elites&lt;/b&gt;&lt;/div&gt;
  643. &lt;div class=&quot;MsoNormal&quot;&gt;
  644. Sanguinary
  645. Priest -75&lt;/div&gt;
  646. &lt;div class=&quot;MsoNormal&quot;&gt;
  647. &lt;/div&gt;
  648. &lt;ul style=&quot;text-align: left;&quot;&gt;
  649. &lt;li&gt;&lt;i&gt;Jump Pack&lt;/i&gt;&lt;/li&gt;
  650. &lt;/ul&gt;
  651. &lt;br /&gt;
  652. &lt;div class=&quot;MsoNormal&quot;&gt;
  653. Furioso
  654. Dreadnought- 175&lt;/div&gt;
  655. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l2 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  656. &lt;/div&gt;
  657. &lt;ul style=&quot;text-align: left;&quot;&gt;
  658. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: Symbol; text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-family: &#39;Times New Roman&#39;; font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;i&gt;Frag
  659. Cannon&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;
  660. &lt;li&gt;&lt;i&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: Symbol; text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-family: &#39;Times New Roman&#39;; font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;DCCW
  661. wt HF&lt;/span&gt;&lt;/i&gt;&lt;/li&gt;
  662. &lt;li&gt;&lt;span style=&quot;text-indent: -18pt;&quot;&gt;&lt;i&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; Drop
  663. Pod&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;
  664. &lt;/ul&gt;
  665. &lt;!--[if !supportLists]--&gt;&lt;br /&gt;
  666. &lt;div class=&quot;MsoNormal&quot;&gt;
  667. &lt;span lang=&quot;EN-US&quot;&gt;Furioso Dreadnought- 175&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  668. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;text-indent: -18pt;&quot;&gt;
  669. &lt;/div&gt;
  670. &lt;ul style=&quot;text-align: left;&quot;&gt;
  671. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: Symbol; text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-family: &#39;Times New Roman&#39;; font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;i&gt; &amp;nbsp;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;i&gt;Frag Cannon&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;
  672. &lt;li&gt;&lt;i&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: Symbol; text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-family: &#39;Times New Roman&#39;; font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;DCCW wt HF&lt;/span&gt;&lt;/i&gt;&lt;/li&gt;
  673. &lt;li&gt;&lt;span style=&quot;text-indent: -18pt;&quot;&gt;&lt;i&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; Drop Pod&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;
  674. &lt;/ul&gt;
  675. &lt;br /&gt;
  676. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-indent: -18pt;&quot;&gt;
  677. &lt;span style=&quot;text-indent: -18pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  678. &lt;div class=&quot;MsoNormal&quot;&gt;
  679. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Troops&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  680. &lt;div class=&quot;MsoNormal&quot;&gt;
  681. 10x JP Assault&amp;nbsp;&amp;nbsp;Squad- 225&lt;/div&gt;
  682. &lt;ul style=&quot;text-align: left;&quot;&gt;
  683. &lt;li&gt;&lt;i&gt;Power Axe&lt;/i&gt;&lt;/li&gt;
  684. &lt;li&gt;&lt;i&gt;Meltagun x2&lt;/i&gt;&lt;/li&gt;
  685. &lt;/ul&gt;
  686. &lt;div&gt;
  687. &lt;div class=&quot;MsoNormal&quot;&gt;
  688. &lt;span lang=&quot;EN-US&quot;&gt;10x JP Assault&amp;nbsp;&amp;nbsp;Squad- 225&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  689. &lt;div class=&quot;MsoNormal&quot;&gt;
  690. &lt;/div&gt;
  691. &lt;ul&gt;
  692. &lt;li&gt;&lt;i&gt;Power Axe&lt;/i&gt;&lt;/li&gt;
  693. &lt;li&gt;&lt;i&gt;Meltagun x2&lt;/i&gt;&lt;/li&gt;
  694. &lt;/ul&gt;
  695. &lt;/div&gt;
  696. &lt;div class=&quot;MsoNormal&quot;&gt;
  697. &lt;span lang=&quot;EN-US&quot;&gt;10x JP Assault&amp;nbsp;&amp;nbsp;Squad- 225&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  698. &lt;div class=&quot;MsoNormal&quot;&gt;
  699. &lt;/div&gt;
  700. &lt;div class=&quot;MsoNormal&quot;&gt;
  701. &lt;span lang=&quot;EN-US&quot;&gt;&lt;/span&gt;&lt;/div&gt;
  702. &lt;ul style=&quot;text-align: left;&quot;&gt;
  703. &lt;li&gt;&lt;i&gt;Power Axe&lt;/i&gt;&lt;/li&gt;
  704. &lt;li&gt;&lt;i&gt;Meltagun x2&lt;/i&gt;&lt;/li&gt;
  705. &lt;/ul&gt;
  706. &lt;div&gt;
  707. &lt;div class=&quot;MsoNormal&quot;&gt;
  708. &lt;span lang=&quot;EN-US&quot;&gt;5x Assault
  709. Squad- 125&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  710. &lt;div class=&quot;MsoNormal&quot;&gt;
  711. &lt;/div&gt;
  712. &lt;ul style=&quot;text-align: left;&quot;&gt;
  713. &lt;li&gt;&lt;i&gt;Flamer&lt;/i&gt;&lt;/li&gt;
  714. &lt;li&gt;&lt;i&gt;Sergeant wt 2 Hand Flamers&lt;/i&gt;&lt;/li&gt;
  715. &lt;li&gt;&lt;i&gt;Drop Pod&lt;/i&gt;&lt;/li&gt;
  716. &lt;/ul&gt;
  717. &lt;/div&gt;
  718. &lt;div&gt;
  719. &lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;
  720. &lt;div&gt;
  721. &lt;b&gt;Heavy
  722. Support&lt;/b&gt;&lt;/div&gt;
  723. &lt;div class=&quot;MsoNormal&quot;&gt;
  724. 1x
  725. Stormraven Gunship- 200&lt;/div&gt;
  726. &lt;div class=&quot;MsoNormal&quot;&gt;
  727. &lt;/div&gt;
  728. &lt;ul style=&quot;text-align: left;&quot;&gt;
  729. &lt;li&gt;&lt;i&gt;TL
  730. multi-melta&lt;/i&gt;&lt;/li&gt;
  731. &lt;li&gt;&lt;i&gt;TL
  732. Lascannon&lt;/i&gt;&lt;/li&gt;
  733. &lt;/ul&gt;
  734. &lt;br /&gt;
  735. &lt;div class=&quot;MsoNormal&quot;&gt;
  736. &lt;span lang=&quot;EN-US&quot;&gt;1x
  737. Vindicator- 150&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  738. &lt;div class=&quot;MsoNormal&quot;&gt;
  739. &lt;/div&gt;
  740. &lt;ul style=&quot;text-align: left;&quot;&gt;
  741. &lt;li&gt;&lt;i&gt;Siege
  742. shield&lt;/i&gt;&lt;/li&gt;
  743. &lt;/ul&gt;
  744. &lt;br /&gt;
  745. &lt;div class=&quot;MsoNormal&quot;&gt;
  746. &lt;span lang=&quot;EN-US&quot;&gt;1x
  747. Vindicator-150&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  748. &lt;div class=&quot;MsoNormal&quot;&gt;
  749. &lt;/div&gt;
  750. &lt;ul style=&quot;text-align: left;&quot;&gt;
  751. &lt;li&gt;&lt;i&gt;Siege
  752. shield&lt;/i&gt;&lt;/li&gt;
  753. &lt;/ul&gt;
  754. &lt;br /&gt;
  755. &lt;div class=&quot;MsoNormal&quot;&gt;
  756. &lt;br /&gt;&lt;/div&gt;
  757. &lt;div class=&quot;MsoNormal&quot;&gt;
  758. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;This is obviously an assault oriented list.
  759. Featuring 30 assault marines, boosted with a librarian and a priest as well as
  760. lots and lots of support for these units.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  761. &lt;div class=&quot;MsoNormal&quot;&gt;
  762. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  763. &lt;div class=&quot;MsoNormal&quot;&gt;
  764. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The basic idea of the list:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  765. &lt;div class=&quot;MsoNormal&quot;&gt;
  766. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  767. &lt;div class=&quot;MsoNormal&quot;&gt;
  768. &lt;span lang=&quot;EN-US&quot;&gt;-Deploy 30
  769. marines+ characters as close to the enemy as possible, taking into
  770. consideration the safety of the units ( aka do not deploy on open ground)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  771. &lt;div class=&quot;MsoNormal&quot;&gt;
  772. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  773. &lt;div class=&quot;MsoNormal&quot;&gt;
  774. &lt;span lang=&quot;EN-US&quot;&gt;- 1&lt;sup&gt;st&lt;/sup&gt;
  775. turn, 2 furiosos arrive from reserves. Each one has 3 template weapons. Abusing
  776. the accuracy of a drop pod deep strike, place the dreadnoughts into the best position
  777. possible in order to achieve maximum template coverage. The key here is to go
  778. for a quick 1&lt;sup&gt;st&lt;/sup&gt; Blood, while throwing 2 bulky, 13AV dreads right
  779. into the heart of the enemy. Your opponent will most likely turn his attention
  780. to the furiosos, allowing the rest of the army to advance safely.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  781. &lt;div class=&quot;MsoNormal&quot;&gt;
  782. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  783. &lt;div class=&quot;MsoNormal&quot;&gt;
  784. &lt;span lang=&quot;EN-US&quot;&gt;-
  785. Vindicators are here to soften up targets so that the assault&amp;nbsp; squads can finish them with minimum
  786. casualties. Furthermore, it can cripple most assault units in a single shot.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  787. &lt;div class=&quot;MsoNormal&quot;&gt;
  788. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  789. &lt;div class=&quot;MsoNormal&quot;&gt;
  790. &lt;span lang=&quot;EN-US&quot;&gt;- The Stormraven
  791. is there as a cute anti-flyer option and provides some additional firepower.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  792. &lt;div class=&quot;MsoNormal&quot;&gt;
  793. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  794. &lt;div class=&quot;MsoNormal&quot;&gt;
  795. &lt;span lang=&quot;EN-US&quot;&gt;- The 3&lt;sup&gt;rd&lt;/sup&gt;
  796. drop pod and its contents are fit to claim isolated objectives. They also have
  797. 1 flamer and 2 hand flamers to clear enemy units from cover. The option of 2
  798. hand flamers is personal preference, and you can easily exchange them and the
  799. flamer for a meltagun and a power weapon, or something like that.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  800. &lt;div class=&quot;MsoNormal&quot;&gt;
  801. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  802. &lt;br /&gt;
  803. &lt;div class=&quot;MsoNormal&quot;&gt;
  804. &lt;span lang=&quot;EN-US&quot;&gt;All things
  805. considered, I believe that as far assault BA go, this is probably one of the
  806. best builds possible. It makes a balanced, consistent force that maximizes
  807. synergy between units to get the most out of the force. Still, it is a list
  808. that relies heavily on the element of surprise and a suspicious opponent could
  809. possibly workaround it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  810. &lt;div class=&quot;MsoNormal&quot;&gt;
  811. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  812. &lt;div class=&quot;MsoNormal&quot;&gt;
  813. Next part will &amp;nbsp;feature a Land Raider heavy BA list. Thank you&lt;/div&gt;
  814. &lt;div class=&quot;MsoNormal&quot;&gt;
  815. &amp;nbsp;Stefanos Kapetanakis, out&lt;/div&gt;
  816. &lt;div class=&quot;MsoNormal&quot;&gt;
  817. &lt;br /&gt;&lt;/div&gt;
  818. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  819. &lt;a href=&quot;http://images4.wikia.nocookie.net/__cb20120518041255/warhammer40k/images/7/74/Gathering_of_Angels.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;419&quot; src=&quot;http://images4.wikia.nocookie.net/__cb20120518041255/warhammer40k/images/7/74/Gathering_of_Angels.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  820. &lt;div class=&quot;MsoNormal&quot;&gt;
  821. &lt;br /&gt;&lt;/div&gt;
  822. &lt;/div&gt;
  823. </description><link>http://amethystxenos.blogspot.com/2013/08/competitive-blood-angels-part-4.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-1195794285502718901</guid><pubDate>Fri, 23 Aug 2013 14:42:00 +0000</pubDate><atom:updated>2013-08-23T07:47:16.793-07:00</atom:updated><title>Late summer post: 6th edition gets better!</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  824. &lt;div class=&quot;MsoNormal&quot;&gt;
  825. &lt;span lang=&quot;EN-US&quot;&gt;Hello
  826. fellow wargamers,&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  827. &lt;div class=&quot;MsoNormal&quot;&gt;
  828. &lt;br /&gt;&lt;/div&gt;
  829. &lt;div class=&quot;MsoNormal&quot;&gt;
  830. &lt;span lang=&quot;EN-US&quot;&gt;Last year,
  831. when 6th ed was introduced, most people embraced it with joy, pointing out the
  832. spectacular new elements that were added to the game, bold changes that would
  833. allow for a broader spectrum of tactics, lists and strategies and so on.
  834. Everybody was loving the new edition and there was little to no whimpering,
  835. compared to previous editions or releases.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  836. &lt;div class=&quot;MsoNormal&quot;&gt;
  837. &lt;br /&gt;&lt;/div&gt;
  838. &lt;div class=&quot;MsoNormal&quot;&gt;
  839. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;During that time, my local community saw a
  840. bloom in the number of players, with many people getting introduced into the
  841. hobby, returning 40k veterans or people switching from Fantasy to 40k.&amp;nbsp; It seemed that 6th was going to be the best
  842. edition we have ever experienced.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  843. &lt;div class=&quot;MsoNormal&quot;&gt;
  844. &lt;br /&gt;&lt;/div&gt;
  845. &lt;div class=&quot;MsoNormal&quot;&gt;
  846. &lt;span lang=&quot;EN-US&quot;&gt;Nonetheless,
  847. as time passed and players begun to attend tournaments, as more and more people
  848. started to dig into the rules and the metagame slowly took shape, it became
  849. blatantly obvious that there was no balance in the game. Necrons and IG were
  850. incredibly overpowered compared with the rest of the codices. In many cases, it
  851. was almost impossible to win with certain armies against those two monsters.
  852. And when people noticed that, they realised that there was something wrong with
  853. the game. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  854. &lt;div class=&quot;MsoNormal&quot;&gt;
  855. &lt;br /&gt;&lt;/div&gt;
  856. &lt;div class=&quot;MsoNormal&quot;&gt;
  857. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Even after the release of the Daemon codex,
  858. there was still little competition for the aforementioned armies. Around that
  859. time, I saw many people quit the game, searching for alternatives…..in fact, it
  860. was a time when 40k was in a “ limbo” state.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  861. &lt;div class=&quot;MsoNormal&quot;&gt;
  862. &lt;br /&gt;&lt;/div&gt;
  863. &lt;div class=&quot;MsoNormal&quot;&gt;
  864. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;However….after all these months and after 5 6&lt;sup&gt;th&lt;/sup&gt;
  865. ed. Codices, things have changed.&amp;nbsp; All these
  866. new releases shed some light on some of the more underplayed armies and gave
  867. them new toys which changed the meta completely. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  868. &lt;div class=&quot;MsoNormal&quot;&gt;
  869. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;I believe that the game is reaching its peak,
  870. as more and more codices will get an upgrade and a new balance will be
  871. instilled. With the current rate at which codices are released, I am confident
  872. that soon every army will be able to perform equally well.&amp;nbsp;
  873. Even now things are much better, and we already see some more variety in
  874. the armies and lists fielded.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  875. &lt;div class=&quot;MsoNormal&quot;&gt;
  876. &lt;br /&gt;&lt;/div&gt;
  877. &lt;div class=&quot;MsoNormal&quot;&gt;
  878. &lt;span lang=&quot;EN-US&quot;&gt;That’s all
  879. I had to say. &amp;nbsp;Enjoy the rest of your
  880. summer.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  881. &lt;br /&gt;
  882. &lt;div class=&quot;MsoNormal&quot;&gt;
  883. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos
  884. Kapetanakis.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  885. &lt;/div&gt;
  886. </description><link>http://amethystxenos.blogspot.com/2013/08/late-summer-post-6th-edition-gets-better.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-7624420787062146306</guid><pubDate>Tue, 30 Jul 2013 07:40:00 +0000</pubDate><atom:updated>2013-11-05T10:44:24.810-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Blood Angels Tactica</category><title>Competitive Blood Angels in 6th Edition: part 3 - Mech Angels</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  887. &lt;div class=&quot;MsoNormal&quot;&gt;
  888. &lt;span lang=&quot;EN-US&quot;&gt;Greetings,
  889. fellow wargamers&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  890. &lt;div class=&quot;MsoNormal&quot;&gt;
  891. &lt;br /&gt;&lt;/div&gt;
  892. &lt;div class=&quot;MsoNormal&quot;&gt;
  893. &lt;span lang=&quot;EN-US&quot;&gt;First of
  894. all, I must say I am impressed that this blog continues to have a steady rate
  895. of visitors every day, although I have been inactive for more than four months,
  896. and even more, that there are actually people who still care for this 3&lt;sup&gt;rd&lt;/sup&gt;
  897. part of the BA tactica. Thank you very much for your interest guys. I
  898. appreciate it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  899. &lt;div class=&quot;MsoNormal&quot;&gt;
  900. &lt;br /&gt;&lt;/div&gt;
  901. &lt;div class=&quot;MsoNormal&quot;&gt;
  902. &lt;span lang=&quot;EN-US&quot;&gt;Today we will discuss the mech
  903. aspect of the BA codex. The first part will be about the rhino-chassis vehicles
  904. of the Angels, while the second will be dedicated to the heavyweight ceramite
  905. monstrosity that is the Land Raider and it’s variants.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  906. &lt;div class=&quot;MsoNormal&quot;&gt;
  907. &lt;br /&gt;&lt;/div&gt;
  908. &lt;div class=&quot;MsoNormal&quot;&gt;
  909. &lt;br /&gt;&lt;/div&gt;
  910. &lt;div class=&quot;MsoNormal&quot;&gt;
  911. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: large;&quot;&gt;MECH ANGELS
  912. IN 6&lt;sup&gt;TH&lt;/sup&gt; EDITION. &lt;/span&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  913. &lt;div class=&quot;MsoNormal&quot;&gt;
  914. &lt;br /&gt;&lt;/div&gt;
  915. &lt;div class=&quot;MsoNormal&quot;&gt;
  916. &lt;span lang=&quot;EN-US&quot;&gt;Mechanized
  917. BA lists had always been popular with the latest codex, and rightfully so,
  918. because they were using to a huge extent some of the most powerful mechanism of
  919. the 5&lt;sup&gt;th&lt;/sup&gt; edition: the reliability of the AV combined with unique
  920. mobility.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  921. &lt;div class=&quot;MsoNormal&quot;&gt;
  922. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;As a matter of fact, the Mech lists quickly
  923. became an archetype for the BA force, and a force to be reckoned with.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  924. &lt;div class=&quot;MsoNormal&quot;&gt;
  925. &lt;span lang=&quot;EN-US&quot;&gt;Sadly, mech
  926. BA have taken repetitive hits from the following GW releases: first came the GK
  927. codex, and the psyker vehicles who were superior to the BA ones simply because
  928. they (effectively) ignored Crew stunned and Crew shaken results. And then came
  929. the 6&lt;sup&gt;th&lt;/sup&gt; ed...&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  930. &lt;div class=&quot;MsoNormal&quot;&gt;
  931. &lt;span lang=&quot;EN-US&quot;&gt;The subject
  932. of mech BA in 6&lt;sup&gt;th&lt;/sup&gt; edition is usually a “ taboo”&amp;nbsp; amongst BA players…. And it is not hard to
  933. see why. Most people own several rhino-chassis models, and many claim that they
  934. had success using them with the current ruleset.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  935. &lt;div class=&quot;MsoNormal&quot;&gt;
  936. &lt;span lang=&quot;EN-US&quot;&gt;But, what
  937. is actually true about the mech BA nowadays? How has it been blessed by the
  938. current rules and what hits has it taken by the nerfbat?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  939. &lt;div class=&quot;MsoNormal&quot;&gt;
  940. &lt;span lang=&quot;EN-US&quot;&gt;Changes
  941. that have hindered the effectiveness of the BA mech:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  942. &lt;div class=&quot;MsoNormal&quot;&gt;
  943. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  944. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;margin-left: 54.0pt; mso-add-space: auto;&quot;&gt;
  945. &lt;/div&gt;
  946. &lt;ol style=&quot;text-align: left;&quot;&gt;
  947. &lt;li&gt;First Blood. Simply
  948. put, AV 11 vehicles are perfect candidates for this victory point. Although it
  949. is possible to avoid giving away 1 easy victory point, and an experienced
  950. player will possibly attempt to get an advantage from this weak spot in the
  951. army list, the truth is that, more often than not, having a bunch of low AV in
  952. the list can cause troubles and headache, trying to protect them during the
  953. first turns of the game&lt;/li&gt;
  954. &lt;li&gt;&lt;span style=&quot;text-indent: -18pt;&quot;&gt;Hull
  955. points system. Very important change, and one of the main reasons razorspam has
  956. fallen from grace. Simply put, AV walls were depending on their survivability,
  957. and the ability to shrug off low arms fire and completely ignore glancing hits.
  958. Now that glancing has the potential to destroy the vehicle, the AV wall has
  959. lost a great deal of its durability. Not only are str5 weapons a threat now,
  960. but also most anti-vehicle weapons are better under the current ruleset. AP1
  961. and AP2 weapons hurt a lot, and ordnance blast are more common than ever
  962. before. Furthermore, airborne gunships like the Vendetta and the Night Scythe
  963. can easily devastate any AV11 target. In such a hostile environment, razorbacks
  964. and rhinos have a very hard time staying on the table for more than 2-3
  965. turns...&lt;/span&gt;&lt;/li&gt;
  966. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;Transport
  967. vehicles have been nerfed significantly. First of all, no assault after
  968. disembarking…very, very nasty, especially for the BA chapter. No more claiming
  969. objectives from inside the vehicle, which means that our 5man MEQ’s will be
  970. torn into pieces in no time once they abandon the relative safety of their
  971. metal box.&lt;/span&gt;&lt;/li&gt;
  972. &lt;li&gt;&lt;span style=&quot;text-indent: -18pt;&quot;&gt;Furthermore, the 6” move of the vehicle is not
  973. good, because it hinders the ability for good positioning. Players need to
  974. sacrifice disembarkation if they want to move vehicles up ahead.&lt;/span&gt;&lt;/li&gt;
  975. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;On
  976. top of that, small changes like “ crew stun applies to embarked units” , and
  977. the fact that even after emergency disembarkation, the transported unit still
  978. can’t launch an assault, all are important factors that ultimately support the
  979. idea that in 6&lt;sup&gt;th&lt;/sup&gt; edition, mech lists have lost not only their
  980. durability, but their flexibility too.&lt;/span&gt;&lt;/li&gt;
  981. &lt;li&gt;&lt;span style=&quot;text-indent: -18pt;&quot;&gt;Fast
  982. vehicles are not as versatile as they used to be. It is not a bad thing that
  983. our vehicles are fast, but the extra cost is no longer justifiable. Compared to
  984. the DA mech counterparts, in most cases it is better to have slower vehicle for
  985. a 20-25 points discount.&lt;/span&gt;&lt;/li&gt;
  986. &lt;/ol&gt;
  987. &lt;div class=&quot;MsoNormal&quot;&gt;
  988. &lt;br /&gt;&lt;/div&gt;
  989. &lt;div class=&quot;MsoNormal&quot;&gt;
  990. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;In a nutshell, mech lists have taken a direct
  991. hit from the current edition rules, making them very unlikely to stand up to
  992. the new threats of the meta, let alone becoming a competitive option. It would
  993. be unfair to say that razorspam has been rendered “ unplayable”, but
  994. nonetheless it has lost sheer amounts of it’s power.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  995. &lt;div class=&quot;MsoNormal&quot;&gt;
  996. &lt;br /&gt;&lt;/div&gt;
  997. &lt;div class=&quot;MsoNormal&quot;&gt;
  998. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;What about Predators and Baal Predators?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  999. &lt;div class=&quot;MsoNormal&quot;&gt;
  1000. &lt;br /&gt;&lt;/div&gt;
  1001. &lt;div class=&quot;MsoNormal&quot;&gt;
  1002. &lt;span lang=&quot;EN-US&quot;&gt;First of
  1003. all, these tanks will probably never form the core of a mech list. However,
  1004. they are present in most such lists, and thus form an important part of the
  1005. mech philosophy.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1006. &lt;div class=&quot;MsoNormal&quot;&gt;
  1007. &lt;br /&gt;&lt;/div&gt;
  1008. &lt;div class=&quot;MsoNormal&quot;&gt;
  1009. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfjhJZStq49WWsDT9j15TCYv9upxD1RF20B5RkyNrTmxotCyfpiUzXqzx1DV6FIgA1ylb0QeVUZrQuUIHKgREFMA7Pa07UKB2wbwRKUaoHy-kpLOl3X8jTY5lXfMmnB2rVeimMHGpZz3M/s1600/037armor.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;158&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfjhJZStq49WWsDT9j15TCYv9upxD1RF20B5RkyNrTmxotCyfpiUzXqzx1DV6FIgA1ylb0QeVUZrQuUIHKgREFMA7Pa07UKB2wbwRKUaoHy-kpLOl3X8jTY5lXfMmnB2rVeimMHGpZz3M/s320/037armor.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;Compared to rhinos and razorbacks, predators
  1010. seem to have changed little in the edition swift. 13AV means that a predator
  1011. will almost never be a priority target, so no threat of giving away a “first
  1012. blood” from these guys. Furthermore, the hull points mechanism is probably
  1013. beneficial for the predator, whose biggest problem was that it was getting
  1014. stunned and&amp;nbsp; shaken all the time. Now, it
  1015. may not be as resilient as it used to be, but it will probably maintain full
  1016. functionality unit it gets destroyed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1017. &lt;div class=&quot;MsoNormal&quot;&gt;
  1018. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;However, predators are no longer a competitive
  1019. option, especially for spamming purposes. The main reason is that the metagame
  1020. swift has limited their effectiveness.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1021. &lt;div class=&quot;MsoNormal&quot;&gt;
  1022. &lt;span lang=&quot;EN-US&quot;&gt;The good
  1023. old “ auto-lass” predator is not as useful as a tank hunter anymore, simply
  1024. because there are not as many tanks in the current meta as there used to be.
  1025. So, after a couple turns, the only thing that the predator is gonna hit will be
  1026. infantry models or…flyers..meh..&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1027. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1028. &lt;/div&gt;
  1029. &lt;div class=&quot;MsoNormal&quot;&gt;
  1030. &lt;span lang=&quot;EN-US&quot;&gt;The baal
  1031. predator, on the other hand, is probably a superior option, because of its
  1032. lethal anti-infantry weapons. The problem is, that with so many players
  1033. deploying Aegis Defense lines like madmen, that most targets will be protected
  1034. by 2+ cover save...&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1035. &lt;div class=&quot;MsoNormal&quot;&gt;
  1036. &lt;span lang=&quot;EN-US&quot;&gt;Furthermore,&amp;nbsp; baal’s short range means that it must
  1037. approach the enemy in close distance, which in turn increases the risk of
  1038. getting caught in an assault. Boom. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1039. &lt;div class=&quot;MsoNormal&quot;&gt;
  1040. &lt;span lang=&quot;EN-US&quot;&gt;This is why
  1041. the “ template loadout” on a baal pred should only be used as a
  1042. suicide-distraction unit, entering using the Outflank rule.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1043. &lt;div class=&quot;MsoNormal&quot;&gt;
  1044. &lt;span lang=&quot;EN-US&quot;&gt;All things
  1045. considered, I believe that predators have lost quite a lot of their
  1046. effectiveness, utility and survivability in the current edition. My advice
  1047. would be to avoid these units, even when making a mech heavy list.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1048. &lt;div class=&quot;MsoNormal&quot;&gt;
  1049. &lt;br /&gt;&lt;/div&gt;
  1050. &lt;div class=&quot;MsoNormal&quot;&gt;
  1051. &lt;span lang=&quot;EN-US&quot;&gt;Vindicators
  1052. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1053. &lt;div class=&quot;MsoNormal&quot;&gt;
  1054. &lt;span lang=&quot;EN-US&quot;&gt;When
  1055. compared to the rest of the BA arsenal of vehicles, the mighty Vindicator
  1056. stands out as a unique case. The 6&lt;sup&gt;th&lt;/sup&gt; rules, as well as the meta that
  1057. formed later, have been rather kind to our fast bringer of str10 plates. First
  1058. of all, it is probably the only vehicle which actually depends on the “ fast”
  1059. characteristic, to compensate for its short ranged weapon. Furthermore, the
  1060. “Random Weapon Destroyed “ rule was an important buff which gave to the unit a
  1061. significant boost in resilience. These changes, along with the Hull point
  1062. system have made the BA vindicator, one of the best Space Marine vehicles, and
  1063. a useful addition to any BA list.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1064. &lt;div class=&quot;MsoNormal&quot;&gt;
  1065. &lt;span lang=&quot;EN-US&quot;&gt;Whirlwinds &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1066. &lt;div class=&quot;MsoNormal&quot;&gt;
  1067. &lt;span lang=&quot;EN-US&quot;&gt;Have you
  1068. even seen a red whirlwind? I can’t say that I have. Stay away from this unit.
  1069. The only way that a whirlwind can be effectively added to a BA list, is by
  1070. bring one along with DA allies.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1071. &lt;div class=&quot;MsoNormal&quot;&gt;
  1072. &lt;br /&gt;&lt;/div&gt;
  1073. &lt;div class=&quot;MsoNormal&quot;&gt;
  1074. &lt;br /&gt;&lt;/div&gt;
  1075. &lt;div class=&quot;MsoNormal&quot;&gt;
  1076. &lt;span lang=&quot;EN-US&quot;&gt;LAND RAIDER
  1077. IN 6&lt;sup&gt;TH&lt;/sup&gt; EDITION&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1078. &lt;div class=&quot;MsoNormal&quot;&gt;
  1079. &lt;span lang=&quot;EN-US&quot;&gt;Land
  1080. raiders have always been a popular choice. And it’s easy to see why. They
  1081. resilience is unsurpassed, and so is their weapon loadout. Regardless of the
  1082. variant ( Godhammer, Crusader, Redeemer), land raiders combine some of the best
  1083. elements of the mechanized aspect of the game. In fact, it is hard to see any
  1084. flaws with the land raiders, beside their cost, which in most cases means that
  1085. you should build your list around it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1086. &lt;div class=&quot;MsoNormal&quot;&gt;
  1087. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;In 6&lt;sup&gt;th&lt;/sup&gt; edition, Land Raiders remain
  1088. a commonly used unit, especially amongst BA players.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1089. &lt;div class=&quot;MsoNormal&quot;&gt;
  1090. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;As a matter of fact, in the 6&lt;sup&gt;th&lt;/sup&gt;
  1091. edition meta, Land Raiders ( and the rest of the 14AV&amp;nbsp; vehicles) have become a whole new type of
  1092. threat, and many opponents can find it hard to deal with them.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1093. &lt;div class=&quot;MsoNormal&quot;&gt;
  1094. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;First of all, as the game progresses, the
  1095. mech-spam fad is brutally left behind in favor of mass troops, flyers and the
  1096. occasional vehicle heavy hitter. Therefore, the need for anti- av weapons has
  1097. become less dire, and is actually covered by the presence of mass
  1098. plasma/tesla/deffguns etc weapons. As a result, many lists have no access to
  1099. meltaguns or other similar anti-tank goodness, and thus have absolutely no way
  1100. of dealing against Land Raiders. People have simply forgotten the threat of the
  1101. LR, and most of them have no way of dealing with them in the lists they are
  1102. currently using.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1103. &lt;div class=&quot;MsoNormal&quot;&gt;
  1104. &lt;span lang=&quot;EN-US&quot;&gt;Secondly,
  1105. the Land Raider remains one of the best transport options in the game.
  1106. Especially in 6&lt;sup&gt;th&lt;/sup&gt;, since most transport vehicles have been rendered
  1107. useless (poor Dark Eldar…), the mighty Land Raider is still and excellent
  1108. option to transfer your elite units into the thick of battle, without worries.
  1109. It has both the speed and resilience to get your units into combat by turn 2.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1110. &lt;div class=&quot;MsoNormal&quot;&gt;
  1111. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1112. &lt;div class=&quot;MsoNormal&quot;&gt;
  1113. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Variants&lt;/span&gt;&lt;/div&gt;
  1114. &lt;div class=&quot;MsoNormal&quot;&gt;
  1115. &lt;br /&gt;&lt;/div&gt;
  1116. &lt;div class=&quot;MsoNormal&quot;&gt;
  1117. &amp;nbsp;The only factors that decide which LR variant should be used, are:&lt;/div&gt;
  1118. &lt;div class=&quot;MsoNormal&quot;&gt;
  1119. - What size is the unit you wish to transport?&lt;/div&gt;
  1120. &lt;div class=&quot;MsoNormal&quot;&gt;
  1121. - What kind of weapons does your list need the most?&lt;/div&gt;
  1122. &lt;div class=&quot;MsoNormal&quot;&gt;
  1123. &lt;br /&gt;&lt;/div&gt;
  1124. &lt;div class=&quot;MsoNormal&quot;&gt;
  1125. &amp;nbsp;All 3 variants are perfectly usable and have very solid weapon loadouts.&amp;nbsp;&lt;/div&gt;
  1126. &lt;div class=&quot;MsoNormal&quot;&gt;
  1127. &lt;br /&gt;&lt;/div&gt;
  1128. &lt;br /&gt;
  1129. &lt;div class=&quot;MsoNormal&quot;&gt;
  1130. &lt;span lang=&quot;EN-US&quot;&gt;The only
  1131. true downside of the Land Raider is its cost, and most people find it
  1132. disheartening to invest 250+ points in a metal box, when there are other
  1133. interesting options. And it’s a fact that, when deciding to add a LR in a list,
  1134. the best thing to do is bend and shape the whole list around the LR.&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1135. &lt;div class=&quot;MsoNormal&quot;&gt;
  1136. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1137. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1138. &lt;a href=&quot;http://fc07.deviantart.net/fs71/i/2012/021/e/0/land_raider_redeemer_of_the_angels_4_by_stefoserpent-d4n3qlu.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;480&quot; src=&quot;http://fc07.deviantart.net/fs71/i/2012/021/e/0/land_raider_redeemer_of_the_angels_4_by_stefoserpent-d4n3qlu.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  1139. &lt;div class=&quot;MsoNormal&quot;&gt;
  1140. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1141. &lt;/div&gt;
  1142. </description><link>http://amethystxenos.blogspot.com/2013/07/competitive-blood-angels-in-6th-edition.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfjhJZStq49WWsDT9j15TCYv9upxD1RF20B5RkyNrTmxotCyfpiUzXqzx1DV6FIgA1ylb0QeVUZrQuUIHKgREFMA7Pa07UKB2wbwRKUaoHy-kpLOl3X8jTY5lXfMmnB2rVeimMHGpZz3M/s72-c/037armor.jpg" height="72" width="72"/><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-6731816853640824354</guid><pubDate>Fri, 08 Mar 2013 09:05:00 +0000</pubDate><atom:updated>2013-11-05T10:44:34.481-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Blood Angels Tactica</category><title>Competitive Blood Angels in 6th Edition: part 2</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  1143. &lt;br /&gt;
  1144. &lt;div class=&quot;MsoNormal&quot;&gt;
  1145. &lt;br /&gt;&lt;/div&gt;
  1146. &lt;div class=&quot;MsoNormal&quot;&gt;
  1147. &lt;br /&gt;&lt;/div&gt;
  1148. &lt;div class=&quot;MsoNormal&quot;&gt;
  1149. &lt;span lang=&quot;EN-US&quot;&gt;Today we will discuss the Troop options of the BA codex&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1150. &lt;div class=&quot;MsoNormal&quot;&gt;
  1151. &lt;br /&gt;&lt;/div&gt;
  1152. &lt;div class=&quot;MsoNormal&quot;&gt;
  1153. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Assault
  1154. Marine Squads&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1155. &lt;div class=&quot;MsoNormal&quot;&gt;
  1156. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1157. &lt;div class=&quot;MsoNormal&quot;&gt;
  1158. &lt;span lang=&quot;EN-US&quot;&gt;The basic
  1159. unit that shapes the bac&lt;/span&gt;kbone of almost every BA list, Assault Squads are units
  1160. that can be designed to fulfill a multitude of roles, and can be armed to be
  1161. effective against almost everything. Personally, I think that AMS are one of
  1162. the best troop choices available at any Space Marine codex, because of their
  1163. relatively low cost, mobility and flexibility.&lt;/div&gt;
  1164. &lt;div class=&quot;MsoNormal&quot;&gt;
  1165. &lt;br /&gt;&lt;/div&gt;
  1166. &lt;div class=&quot;MsoNormal&quot;&gt;
  1167. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;An Assault squad can be built in so many ways
  1168. that would require an article of its own, to describe in full detail. They most
  1169. common forms encountered are:&lt;/span&gt;&lt;/div&gt;
  1170. &lt;div class=&quot;MsoNormal&quot;&gt;
  1171. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1172. &lt;div class=&quot;MsoNormal&quot;&gt;
  1173. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Jump Pack
  1174. Assault Squads&lt;/b&gt;. &amp;nbsp;Probably the most
  1175. straightforward approach, this unit is almost always composed of&amp;nbsp; 9 marines with 2 special weapons and a
  1176. Sergeant . Their basic role is that of an all-around effective melee unit ,
  1177. that can pose a threat to any target. Although this unit seems to have lost a
  1178. lot of its usefulness, they can still perform excellently&amp;nbsp; when properly supported. Divination and
  1179. Priest bubble is the obvious choice, that takes this unit a level above all
  1180. other MEQ’s.&amp;nbsp; You should opt to throw
  1181. these guys into combat as soon as possible, but they will not respond well to a
  1182. reckless player, which means that, in order to get the most out of these 10
  1183. guys, the player must&amp;nbsp; have a clear
  1184. picture of just how durable this unit is, and how much damage it can cause.&amp;nbsp; They are still marines, which means that they
  1185. will succumb to melee specialists and/ or die quickly by the enemy’s firepower.
  1186. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1187. &lt;div class=&quot;MsoNormal&quot;&gt;
  1188. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;
  1189. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1190. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1191. &lt;/div&gt;
  1192. &lt;div class=&quot;MsoNormal&quot;&gt;
  1193. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1194. &lt;a href=&quot;http://fc05.deviantart.net/fs46/i/2009/255/e/8/Assault_Squad_Semiazas_1_by_Stefoserpent.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;360&quot; src=&quot;http://fc05.deviantart.net/fs46/i/2009/255/e/8/Assault_Squad_Semiazas_1_by_Stefoserpent.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  1195. &lt;br /&gt;
  1196. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;
  1197. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Their true power lies in their resilience and
  1198. mobility, rather than raw power. Use that to avoid enemy assaults and reduce as
  1199. much as possible all forms of incoming fire.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1200. &lt;div class=&quot;MsoNormal&quot;&gt;
  1201. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1202. &lt;div class=&quot;MsoNormal&quot;&gt;
  1203. &lt;span lang=&quot;EN-US&quot;&gt;The reason
  1204. why JAS have seen a decline in the frequency of their use, is because people
  1205. believe that they will get shot to death before they get into combat, then
  1206. receive more casualties from overwatch before assaulting, and on top of that,
  1207. they would not be as effective in taking out units in melee as th&lt;/span&gt;ey used to.&lt;/div&gt;
  1208. &lt;div class=&quot;MsoNormal&quot;&gt;
  1209. &lt;span lang=&quot;EN-US&quot;&gt;Let’s see
  1210. what JAS have actually lost , and what they have gained in the edition swift:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1211. &lt;div class=&quot;MsoNormal&quot;&gt;
  1212. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1213. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1214. &lt;/div&gt;
  1215. &lt;ul style=&quot;text-align: left;&quot;&gt;
  1216. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;Furious
  1217. Charge, is probably the biggest nerf that BA received, and this affects JAS
  1218. more than any other unit in the book. Against MEQ, it just increases the amount
  1219. of damage that RAS are gonna take.&lt;/span&gt;&lt;/li&gt;
  1220. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;Random
  1221. Charge Lengh. Another addition that makes it a harder to get into combat. RCL
  1222. is not outright bad ( after all, the average 2d6 roll is approx. 7 ), and while
  1223. Jump packs allow some more control over this, it is a rare occation indeed when
  1224. JP move is gonna get held back in favor of the assault move.&lt;/span&gt;&lt;/li&gt;
  1225. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;FNP.
  1226. Most people believe that FNP has been nerfed in 6&lt;sup&gt;th&lt;/sup&gt; edition, but I
  1227. disagree with this claim.&amp;nbsp; FNP no longer
  1228. occurs on 4+, but instead on 5+, which means that its change of happening has
  1229. dropped from 50% down to 33%. On the other hand, FNP has now become almost
  1230. universal, protecting all units from low ap , power weapons and the like. For a
  1231. melee oriented unit, this is of huge importance.&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;text-indent: -18pt;&quot;&gt;What
  1232. do most people use nowadays? Plasma guns, aka ap2 rapid fire weapons. And when
  1233. a unit, let’s say, a tactical squad is firing at a JAS, the plasma is the
  1234. weapon that is expected to cause casualties. Bolter shots are classified as “
  1235. massed firepower”, and although your assault squad will succumb to the volume
  1236. of shots,&amp;nbsp; they are cheap enough to make
  1237. this event look negligible. What I am trying to say here is that, FNP is no
  1238. longer a barrier that halves incoming damage from massed firepower, but instead
  1239. a universal safeguard that offers a more complete protection. Not to mention
  1240. how handy it is against power and rending weapons in CC.&lt;/span&gt;&lt;/li&gt;
  1241. &lt;li&gt;&lt;span style=&quot;text-indent: -18pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; Hammer of Wrath. &amp;nbsp;Another new addition, although not of great
  1242. importance,&amp;nbsp; as it is a rare occasion
  1243. indeed, when Jump Packs are not gonna be used for rapid movement, but it is good
  1244. to have the option to do some additional damage anyway.&lt;/span&gt;&lt;/li&gt;
  1245. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;Prescience.
  1246. Perhaps the ultimate form of supportive buff, this power allows constant
  1247. rerolls to hit, in both shooting and melee phases. JAS get an incredible boost
  1248. from this power, as they get more lethal not only in melee , but also in the
  1249. shooting phase while under it&#39;s influence. This effect goes on for the entire game turn, thus allowing
  1250. many, many dice to be re-rolled! &amp;nbsp;Furthermore, when assaulting fearless hordes,
  1251. prescience can make the difference and turn the tide of the combat in your
  1252. favor.&amp;nbsp;&lt;/span&gt;&lt;/li&gt;
  1253. &lt;/ul&gt;
  1254. &lt;div class=&quot;MsoNormal&quot;&gt;
  1255. &lt;span lang=&quot;EN-US&quot;&gt;Considering
  1256. all of the above, do you still think that 6&lt;sup&gt;th&lt;/sup&gt; has been so hostile to
  1257. our basic troop unit?&amp;nbsp; They will still
  1258. get to charge very fast, they will probably receive shooting damage for only a
  1259. couple of turns before they start their own good work. Overwatch, although somewhat
  1260. important, will almost never do enough damage to a JAS ( 3+ save is very reliable ),
  1261. and even with In4, what is the worst that can happen? Are you that much afraid
  1262. of enemy marines with bolters? Even a GK Strike Squad is not to be feared when
  1263. you are the one making the charge. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1264. &lt;div class=&quot;MsoNormal&quot;&gt;
  1265. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1266. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1267. &lt;a href=&quot;http://fc07.deviantart.net/fs41/i/2009/032/6/c/Assault_Sergeant_2_second_pic_by_Stefoserpent.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://fc07.deviantart.net/fs41/i/2009/032/6/c/Assault_Sergeant_2_second_pic_by_Stefoserpent.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  1268. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1269. &lt;span lang=&quot;EN-US&quot;&gt;When it comes to weapon loadouts for a JAS,&amp;nbsp; they should always carry 2 special weapons (
  1270. Flamers or meltaguns&amp;nbsp; ), and the Sergeant
  1271. should be armed with a power weapon , usually Axe.&amp;nbsp; Many people will say that further points&amp;nbsp; investment makes this squad more effective,
  1272. by giving power fists,&amp;nbsp; lightning claws
  1273. and/or stormshields to the sergeants , but I would advise you to be somewhat
  1274. conservative in this matter. It is better to keep their points cost at a
  1275. minimum,&amp;nbsp; and invest those points
  1276. elsewhere, in other units that will support your squad, instead of spending
  1277. those points on the squad herself.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1278. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1279. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1280. &lt;div class=&quot;MsoNormal&quot;&gt;
  1281. &lt;span lang=&quot;EN-US&quot;&gt;Aside from
  1282. their combat prowess,&amp;nbsp; JAS make very
  1283. mobile objective holders. When played successfully, a squad with jump packs
  1284. should be thrown into battle early, dish out as much damage as possible to the
  1285. enemy, and finally, run to objectives during the final turns of the game.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1286. &lt;div class=&quot;MsoNormal&quot;&gt;
  1287. &lt;br /&gt;&lt;/div&gt;
  1288. &lt;div class=&quot;MsoNormal&quot;&gt;
  1289. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Razorback
  1290. Assault Squad&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1291. &lt;div class=&quot;MsoNormal&quot;&gt;
  1292. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; This unit exchanges most of its
  1293. cc potential for a razorback with a heavy weapon on discount.&amp;nbsp; A RAS is almost always composed of 5 guys
  1294. with their transport, and the occasional special weapon. They will spend the
  1295. majority of the game inside the razorback, in safety, and they don’t need
  1296. any support at this role.&amp;nbsp; Their low cost
  1297. and high durability make them great overall, but the changes brought by 6&lt;sup&gt;th&lt;/sup&gt;
  1298. edition have made them rather lose potential.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1299. &lt;div class=&quot;MsoNormal&quot;&gt;
  1300. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1301. &lt;div class=&quot;MsoNormal&quot;&gt;
  1302. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Perhaps, the most important hit came from the
  1303. new vehicle rules, which mean that mech lists are much less durable. Now that
  1304. glancing hits can wreck vehicles and getting a penetrating hit means that your
  1305. weapon will almost always be useless ( 50% chance of being useless for 1 turn
  1306. and another 35% of being totally gone ),&amp;nbsp;
  1307. reduce dramatically the overall performance of the Razorback. Worse yet,&amp;nbsp; 5 marines were never posing a threat to anyone,
  1308. but now that they can no longer charge after disembarking from their transport,
  1309. while needing to be outside of it for objective claiming, makes them easy prey
  1310. for the enemy.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1311. &lt;div class=&quot;MsoNormal&quot;&gt;
  1312. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1313. &lt;div class=&quot;MsoNormal&quot;&gt;
  1314. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;However, although the days of Razorspam are
  1315. probably over, when used with moderation, and not as a core of a list, RAS can
  1316. still perform well even in competitive levels.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1317. &lt;div class=&quot;MsoNormal&quot;&gt;
  1318. &lt;br /&gt;&lt;/div&gt;
  1319. &lt;div class=&quot;MsoNormal&quot;&gt;
  1320. &lt;span lang=&quot;EN-US&quot;&gt;Land raider and drop pod squads will be discussed in the Tactics section of this guide.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1321. &lt;div class=&quot;MsoNormal&quot;&gt;
  1322. &lt;br /&gt;&lt;/div&gt;
  1323. &lt;div class=&quot;MsoNormal&quot;&gt;
  1324. &lt;br /&gt;&lt;/div&gt;
  1325. &lt;div class=&quot;MsoNormal&quot;&gt;
  1326. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Tactical
  1327. Squads&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1328. &lt;div class=&quot;MsoNormal&quot;&gt;
  1329. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The second best troop unit of the BA codex,
  1330. tactical squads have seen a rise in popularity in the current metagame. The new
  1331. transport rules favor them, rapid fire weapons are much more useful now, and
  1332. shooting has become the prevalent source of damage.&amp;nbsp; Their uses and weapon loadouts are indeed
  1333. many and varied, and depend on what role is assigned to each squad. Their
  1334. points cost is also not that bad, and they get cheap heavy and special weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1335. &lt;div class=&quot;MsoNormal&quot;&gt;
  1336. &lt;span lang=&quot;EN-US&quot;&gt;However, my
  1337. personal opinion is that, BA tacticals are outclassed by the majority of the
  1338. rest of tactical marines available to other Marine codices.&amp;nbsp; For this reason, I would advise anyone who
  1339. design lists with tactical marines, to go for allied units of tacticals. DA
  1340. Tacticals, for example are better in every way, and cheaper too, SW Grey
  1341. hunters are awesome value for their points, and since you can have access to
  1342. them without any drawbacks ( aside from the necessary HQ choice ), why not do
  1343. just that?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1344. &lt;div class=&quot;MsoNormal&quot;&gt;
  1345. &lt;span lang=&quot;EN-US&quot;&gt;Of course,
  1346. at the end of the day it all comes down to the kind of list you are trying to
  1347. build, and If you can spare the points for 3-4 troop units.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1348. &lt;div class=&quot;MsoNormal&quot;&gt;
  1349. &lt;br /&gt;&lt;/div&gt;
  1350. &lt;div class=&quot;MsoNormal&quot;&gt;
  1351. &lt;br /&gt;&lt;/div&gt;
  1352. &lt;div class=&quot;MsoNormal&quot;&gt;
  1353. &lt;br /&gt;&lt;/div&gt;
  1354. &lt;div class=&quot;MsoNormal&quot;&gt;
  1355. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Death
  1356. Company&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1357. &lt;div class=&quot;MsoNormal&quot;&gt;
  1358. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Ah….the DC…isn’t it amazing, what can a new
  1359. edition do for a unit? I think that, among the units that got boosted by the
  1360. new USR,&amp;nbsp; Death company can probably
  1361. claim the 1&lt;sup&gt;st&lt;/sup&gt; place. Their most hindering flaw turned into an
  1362. incredible boost, and the DC has become a superb lethal weapon ,
  1363. completely under the control of the player. What can I say about them? They are
  1364. blessed with FNP, FC and relentless, have WS of 5 and can do as many as 5
  1365. attacks when charging…most HQ choices don’t get that many attacks you know. And
  1366. all that power comes from a model of 20 points. A true bargain indeed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1367. &lt;div class=&quot;MsoNormal&quot;&gt;
  1368. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidO0gyWLjZn7N5b6a0JdzaoNYMCpfMhD_8l2mUjnnz90RDT-MqWkhqAfKrkb7L6mut6W2jspoWoQcIjPFGZE2GoEwRM0H7-uLLTQLHrR9HZeMi6uuYEOnOyXpjnPFch9Ri4kgbmugmxm0/s1600/Death_Company_by_Scebiqu.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidO0gyWLjZn7N5b6a0JdzaoNYMCpfMhD_8l2mUjnnz90RDT-MqWkhqAfKrkb7L6mut6W2jspoWoQcIjPFGZE2GoEwRM0H7-uLLTQLHrR9HZeMi6uuYEOnOyXpjnPFch9Ri4kgbmugmxm0/s400/Death_Company_by_Scebiqu.jpg&quot; width=&quot;237&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Still, it saddens me to see that DC have not
  1369. taken the BA listbuilding by storm. The reason is quite obvious though, and it
  1370. derives from their rather restricted mobility. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1371. &lt;div class=&quot;MsoNormal&quot;&gt;
  1372. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1373. &lt;div class=&quot;MsoNormal&quot;&gt;
  1374. &lt;span lang=&quot;EN-US&quot;&gt;Of course,
  1375. you can give them Jump packs, but if you were really considering this option,
  1376. you wouldn’t be reading an article about “ competitive” gameplay, right? 15
  1377. points per JP is insane, and should be avoided at all times ( best reserved for
  1378. games of 2.500 points or more ). &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1379. &lt;div class=&quot;MsoNormal&quot;&gt;
  1380. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1381. &lt;div class=&quot;MsoNormal&quot;&gt;
  1382. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;As a result, in order to get the most out of the
  1383. DC, another transport options should be considered. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1384. &lt;div class=&quot;MsoNormal&quot;&gt;
  1385. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1386. &lt;div class=&quot;MsoNormal&quot;&gt;
  1387. &lt;span lang=&quot;EN-US&quot;&gt;Land
  1388. raiders are perhaps the best solution, offering several other advantages (
  1389. which will be discussed later ), aside from transferring a lethal unit to its
  1390. destination. The cost of a land raider, although high, is very much justified
  1391. by the rewards given by the DC. So, if you can spare 250+ points , I would really
  1392. advise you to go for&amp;nbsp; a Land raider.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1393. &lt;div class=&quot;MsoNormal&quot;&gt;
  1394. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1395. &lt;div class=&quot;MsoNormal&quot;&gt;
  1396. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Drop Pods.&amp;nbsp;
  1397. A more revolutionary approach, the drop pod provides good positioning at
  1398. dirt cheap cost.&amp;nbsp; A DC that comes into
  1399. play from a DP, will need to survive an enemy turn in order to start dealing
  1400. serious damage, which means that they need support ( which can be provided
  1401. rather easily by the BA force ), or else they won’t survive long.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1402. &lt;div class=&quot;MsoNormal&quot;&gt;
  1403. &lt;br /&gt;&lt;/div&gt;
  1404. &lt;div class=&quot;MsoNormal&quot;&gt;
  1405. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;DC
  1406. Dreadnoughts&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1407. &lt;div class=&quot;MsoNormal&quot;&gt;
  1408. &lt;span lang=&quot;EN-US&quot;&gt;Although
  1409. completely outclassed by Furiozos in every way,&amp;nbsp;
  1410. DC dreads are not that bad. They are cheap and can still hurt horde
  1411. armies. Can be put into drop pods and sent to the enemy ( but only as parts of
  1412. the second wave, they have become too fragile to withstand the enemy’s full
  1413. force reaction ), and help pick up any remains of the enemy, or can be embarked
  1414. in Stormravens and being kept in there until late game.&amp;nbsp; Not very much of an awesome unit, but the fact
  1415. that they are troops ( aka don’t occupy precious Elites or HS slots ) gives
  1416. them some sort of utility.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  1417. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;
  1418. &lt;br /&gt;
  1419. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1420. &lt;a href=&quot;http://fc09.deviantart.net/fs71/i/2010/290/e/5/death_company_dread_mardus_by_stefoserpent-d30yhll.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;http://fc09.deviantart.net/fs71/i/2010/290/e/5/death_company_dread_mardus_by_stefoserpent-d30yhll.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  1421. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;
  1422. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1423. &lt;div class=&quot;MsoNormal&quot;&gt;
  1424. &lt;br /&gt;&lt;/div&gt;
  1425. &lt;div class=&quot;MsoNormal&quot;&gt;
  1426. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Scouts&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1427. &lt;div class=&quot;MsoNormal&quot;&gt;
  1428. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;There is not much to be said about scouts.
  1429. Their main purpose is objective holding, and they are good at it. Should be
  1430. usually considered after you have built the bulk of your list and you have some
  1431. leftover points. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1432. &lt;div class=&quot;MsoNormal&quot;&gt;
  1433. &lt;br /&gt;&lt;/div&gt;
  1434. &lt;div class=&quot;MsoNormal&quot;&gt;
  1435. &lt;span lang=&quot;EN-US&quot;&gt;I was
  1436. planning to add the Mech BA section to this part of the article, but this whole
  1437. guide is getting lengthier than I expected.&amp;nbsp;
  1438. As a result, Mech BA will be discussed in part 3.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1439. &lt;div class=&quot;MsoNormal&quot;&gt;
  1440. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1441. &lt;div class=&quot;MsoNormal&quot;&gt;
  1442. &lt;span lang=&quot;EN-US&quot;&gt;That’s all for
  1443. today, &amp;nbsp;thank you for your time.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1444. &lt;div class=&quot;MsoNormal&quot;&gt;
  1445. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1446. &lt;div class=&quot;MsoNormal&quot;&gt;
  1447. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos Kapetanakis, out.&lt;/span&gt;&lt;/div&gt;
  1448. &lt;div class=&quot;MsoNormal&quot;&gt;
  1449. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1450. &lt;div class=&quot;MsoNormal&quot;&gt;
  1451. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1452. &lt;div class=&quot;MsoNormal&quot;&gt;
  1453. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1454. &lt;div class=&quot;MsoNormal&quot;&gt;
  1455. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1456. &lt;/div&gt;
  1457. </description><link>http://amethystxenos.blogspot.com/2013/03/competitive-blood-angels-in-6th-edition_8.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidO0gyWLjZn7N5b6a0JdzaoNYMCpfMhD_8l2mUjnnz90RDT-MqWkhqAfKrkb7L6mut6W2jspoWoQcIjPFGZE2GoEwRM0H7-uLLTQLHrR9HZeMi6uuYEOnOyXpjnPFch9Ri4kgbmugmxm0/s72-c/Death_Company_by_Scebiqu.jpg" height="72" width="72"/><thr:total>16</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-316348186616158973</guid><pubDate>Wed, 06 Mar 2013 00:00:00 +0000</pubDate><atom:updated>2013-11-05T10:44:44.931-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Blood Angels Tactica</category><title>Competitive Blood Angels in 6th Edition, Part 1</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  1458. &lt;br /&gt;
  1459. &lt;div class=&quot;MsoNormal&quot;&gt;
  1460. &lt;/div&gt;
  1461. &lt;div class=&quot;MsoNormal&quot;&gt;
  1462. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Greetings fellow gamer&lt;/span&gt;s!&lt;/div&gt;
  1463. &lt;div class=&quot;MsoNormal&quot;&gt;
  1464. &lt;br /&gt;&lt;/div&gt;
  1465. &lt;div class=&quot;MsoNormal&quot;&gt;
  1466. &lt;span lang=&quot;EN-US&quot;&gt;February
  1467. had been a very busy month for me, with all the mid-term exams and whatnot, and
  1468. once again a lot of time has passed without any new posts… I should be ashamed
  1469. of myself.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1470. &lt;div class=&quot;MsoNormal&quot;&gt;
  1471. &lt;br /&gt;&lt;/div&gt;
  1472. &lt;div class=&quot;MsoNormal&quot;&gt;
  1473. &lt;span lang=&quot;EN-US&quot;&gt;Anyways,
  1474. today’s topic is dedicated to Blood Angels, and their competitive value in the
  1475. dreadful 6&lt;sup&gt;th&lt;/sup&gt; edition.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1476. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1477. &lt;a href=&quot;https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcS28oIcOZtPKwuNvUdj0e6Nk7nS3RH0fLpme13VlLEqyuKawSAInQ&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcS28oIcOZtPKwuNvUdj0e6Nk7nS3RH0fLpme13VlLEqyuKawSAInQ&quot; width=&quot;150&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  1478. &lt;div class=&quot;MsoNormal&quot;&gt;
  1479. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; It’s been already about 7-8 months since the
  1480. dawn of the 6&lt;sup&gt;th&lt;/sup&gt;, and as of today, I haven’t&amp;nbsp; been able to find a single satisfying&amp;nbsp; guide, analysis or tactica about the BA
  1481. codex.&amp;nbsp; What’s&amp;nbsp; more,&amp;nbsp;
  1482. there is no solid presence of BA in any grand tournament, nor any
  1483. indication to encourage the claim that this army can perform adequately at
  1484. competitive level. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1485. &lt;div class=&quot;MsoNormal&quot;&gt;
  1486. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1487. &lt;div class=&quot;MsoNormal&quot;&gt;
  1488. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; As a result, my only source of information
  1489. derive from &amp;nbsp;various posts on forums,
  1490. vague articles on blogs, and of course from the view of the majority of
  1491. players.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1492. &lt;div class=&quot;MsoNormal&quot;&gt;
  1493. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1494. &lt;div class=&quot;MsoNormal&quot;&gt;
  1495. &lt;span lang=&quot;EN-US&quot;&gt;Thus, using
  1496. these rather &amp;nbsp;“crude” materials and
  1497. without any solid facts to rely upon, I will attempt to write this article and
  1498. share with you the results of my research, as well as the impression&amp;nbsp; that I have obtained from the Blood Angels
  1499. Codex.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1500. &lt;div class=&quot;MsoNormal&quot;&gt;
  1501. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1502. &lt;div class=&quot;MsoNormal&quot;&gt;
  1503. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;To begin with, I will attempt to analyze some
  1504. of the most popular BA units that are used nowadays:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1505. &lt;div class=&quot;MsoNormal&quot;&gt;
  1506. &lt;br /&gt;&lt;/div&gt;
  1507. &lt;div class=&quot;MsoNormal&quot;&gt;
  1508. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Mephiston:&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1509. &lt;div class=&quot;MsoNormal&quot;&gt;
  1510. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1511. &lt;div class=&quot;MsoNormal&quot;&gt;
  1512. &lt;span lang=&quot;EN-US&quot;&gt;The first
  1513. unit I would like to talk about Is Mephy, aka the mini Carnifex.&amp;nbsp;&amp;nbsp; I see this guy being used all the time,
  1514. being included in almost 60% of all BA lists I come across, as the sole HQ
  1515. choice. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1516. &lt;div class=&quot;MsoNormal&quot;&gt;
  1517. &lt;span lang=&quot;EN-US&quot;&gt;Personally,
  1518. I am not a fan of Mephiston. I believe that in 6th edition he has lost a lot of
  1519. his shine.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1520. &lt;div class=&quot;MsoNormal&quot;&gt;
  1521. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1522. &lt;div class=&quot;MsoNormal&quot;&gt;
  1523. &lt;span lang=&quot;EN-US&quot;&gt;Specifically:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1524. &lt;div class=&quot;MsoNormal&quot;&gt;
  1525. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1526. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1527. &lt;/div&gt;
  1528. &lt;ul style=&quot;text-align: left;&quot;&gt;
  1529. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-family: Symbol;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;Plasma
  1530. has become the most common special weapon, and while it is a little harder for them to wound Mephiston ( when compared to meltaguns ),&amp;nbsp; the increased amount of shots that come from rapid fire mean that Mephy goes down
  1531. faster. A lot faster. At least FNP can compensate somehow, but yet,&amp;nbsp; once he comes into contact with the enemy, he
  1532. won’t survive very long.&lt;/span&gt;&lt;/li&gt;
  1533. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;
  1534. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: Symbol; text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-family: &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-family: &#39;Times New Roman&#39;; font-size: 7pt;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;AP3
  1535. weapon. This is where 6&lt;sup&gt;th&lt;/sup&gt; has truly hurt Mephiston.&amp;nbsp; He is supposed to be the unstoppable killing
  1536. machine of the Imperium, yet his weapon cannot harm a mere Terminator.&amp;nbsp; As a result, the effectiveness of Mephy has gone
  1537. down significantly. He no longer is an unstoppable train of brute force , but
  1538. instead has become an overpriced light infantry killer. To add insult to
  1539. injury, he no longer stands a chance in melee against most decent CC HQ
  1540. characters,&amp;nbsp; as it has become very easy for
  1541. the enemy to lock him into combat with a cheap character with 2+ save, who not only
  1542. is almost impervious to any damage dealt from Mephiston, but some of them (
  1543. like Inquisitor Corteaz , or a humble Destroyer lord with SMW and MSS ) can
  1544. best him in a single turn of assault!&lt;/span&gt;&lt;/li&gt;
  1545. &lt;/ul&gt;
  1546. &lt;br /&gt;
  1547. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1548. &lt;/div&gt;
  1549. &lt;ul style=&quot;text-align: left;&quot;&gt;
  1550. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;
  1551. &lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: Symbol; text-indent: -18pt;&quot;&gt;&lt;span style=&quot;font-family: &#39;Times New Roman&#39;; font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;text-indent: -18pt;&quot;&gt;Lack
  1552. of Independent Character and Fearless.&amp;nbsp;
  1553. Yeah, I am not reinventing the wheel here, we all know how bad it hurts that Mephy
  1554. cannot join squads.&amp;nbsp; In 6&lt;sup&gt;th&lt;/sup&gt;
  1555. edition, this flaw of him has become rather more gaping, making Mephiston unable to
  1556. withstand any focused firepower. He is as easy as ever to be picked out and
  1557. swiped by any semi-decent shooting unit, and far easier to get locked in combat
  1558. against enemy units who are Fearless.&lt;/span&gt;&lt;/li&gt;
  1559. &lt;/ul&gt;
  1560. &lt;br /&gt;
  1561. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1562. &lt;span lang=&quot;EN-US&quot;&gt;Thus, &amp;nbsp;the enemy now easily drown Mephiston into a sea of bodies
  1563. or simply focus-kill &amp;nbsp;him in a turn of shooting. What’s more, with every new
  1564. codex,&amp;nbsp; we see more artifacts, abilities
  1565. or upgrades that affect&amp;nbsp; models or units.
  1566. For Mephiston, the worst of them is certainly the Mindshackle Scarabs(MSS )upgrade,
  1567. who has a profound&amp;nbsp; impact on him.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1568. &lt;div class=&quot;MsoListParagraphCxSpLast&quot;&gt;
  1569. &lt;br /&gt;&lt;/div&gt;
  1570. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1571. &lt;a href=&quot;https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRBrrk81qNQvnSrwj1hNaUJvg4dRiRGy4XeWBH9zrb6oSC0tTXLdw&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;312&quot; src=&quot;https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRBrrk81qNQvnSrwj1hNaUJvg4dRiRGy4XeWBH9zrb6oSC0tTXLdw&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;All things considered, Mephiston&amp;nbsp; apparently has a harder time on the table
  1572. than he&lt;/span&gt;&lt;span style=&quot;text-indent: 36pt;&quot;&gt;&amp;nbsp;used to. However, most people would state that all of his shortcomings
  1573. could be diminished when supported by the rest of the army.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
  1574. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1575. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1576. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1577. &lt;span lang=&quot;EN-US&quot;&gt;It is always
  1578. possible to keep Mephiston hidden, inside transports , or under constant support
  1579. from Sanguinary Priests, and at the same time, use his mobility to avoid infantry
  1580. units with 2+ save. &amp;nbsp;&amp;nbsp;In my opinion, this is just ineffective, to design a list that will support a unit whose points cost
  1581. is supposed to guarantee that Mephiston can operate on his own and be
  1582. all-around lethal.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1583. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1584. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1585. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1586. &lt;span lang=&quot;EN-US&quot;&gt;His performance in my playtests was rather
  1587. disappointing. Against an IG player, who runs a list full on plasma veterans
  1588. and the now- ubiquitous vendettas, I was hiding Mephiston behind 2 land
  1589. raiders. When the Vendettas came in, they shot down my land raider, and then
  1590. his deep striking stormtroopers shot him to death with melta and plasma
  1591. weapons. Similarly, against a Necron player, he did not manage to deal any
  1592. damage at all, since he slaughtered himself after the MSS taunt. Not to mention
  1593. how hindered he gets&amp;nbsp; when confronted by
  1594. chaos Obliterator spam or killy Chaos Lords who carry black maces.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1595. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1596. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1597. &lt;div class=&quot;MsoNormal&quot; style=&quot;text-indent: 36.0pt;&quot;&gt;
  1598. &lt;span lang=&quot;EN-US&quot;&gt;All things considered, my personal opinion is
  1599. that Mephiston is not the beast &amp;nbsp;he used
  1600. to be, and although he can still wreak havoc against certain lists, he can be
  1601. easily get outplayed by those players who know how to deal with him ( which is
  1602. easier that ever ). I believe that he falls into the category of &quot; putting
  1603. all your eggs in one basket&quot;, and I would refrain from using him in my
  1604. lists at any given moment.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1605. &lt;div class=&quot;MsoNormal&quot;&gt;
  1606. &lt;br /&gt;&lt;/div&gt;
  1607. &lt;div class=&quot;MsoNormal&quot;&gt;
  1608. &lt;br /&gt;&lt;/div&gt;
  1609. &lt;div class=&quot;MsoNormal&quot;&gt;
  1610. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Stormraven&lt;/u&gt;&lt;/b&gt;:
  1611. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1612. &lt;div class=&quot;MsoNormal&quot;&gt;
  1613. &lt;br /&gt;&lt;/div&gt;
  1614. &lt;div class=&quot;MsoNormal&quot;&gt;
  1615. &lt;span lang=&quot;EN-US&quot;&gt;Another
  1616. very popular choice, Stormraven is considered by many to be one of the best
  1617. flyers of the current metagame, combining durability with decent damage output.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1618. &lt;div class=&quot;MsoNormal&quot;&gt;
  1619. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1620. &lt;div class=&quot;MsoNormal&quot;&gt;
  1621. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;It is true, that SR is a very good flyer
  1622. indeed, and perhaps the one who excels the most at taking down enemy flyers or
  1623. other vehicles.&amp;nbsp; A twin-linked
  1624. multi-melta with the skyfire rule is indeed a powerful tool, and the rest of
  1625. the SR loadout has the potential to fulfill a multitude or roles, making the SR
  1626. a true Jack of all Trades,&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1627. &lt;div class=&quot;MsoNormal&quot;&gt;
  1628. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1629. &lt;div class=&quot;MsoNormal&quot;&gt;
  1630. &lt;span lang=&quot;EN-US&quot;&gt;…and a
  1631. master of none.&amp;nbsp; While it is a force to
  1632. be reckoned with, the Stormraven requires a sum of points that most lists can
  1633. ill-afford to pay. Don’t get me wrong here, 200 points is not much for a model
  1634. that has the potential to change the course of the game, and I always reserve a spot for one
  1635. in my builds,but the problem is, that sometimes one is just not enough.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1636. &lt;div class=&quot;MsoNormal&quot;&gt;
  1637. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1638. &lt;div class=&quot;MsoNormal&quot;&gt;
  1639. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;It is an undeniable fact, that flyers
  1640. are , perhaps the most important element of the current metagame.
  1641. Almost all IG players use 3 Vendettas, Orks max out their&amp;nbsp; FA slots with Dakkajets ,&amp;nbsp; Chaos Space Marines can also field 3
  1642. Heldrakes and Necrons can be expected to have 3-9 flyers in their list at any
  1643. given moment.&amp;nbsp; In those situations, a sole
  1644. Stormraven is certainly gonna lose the aerial superiority,&amp;nbsp; thus creating problems for the rest of the
  1645. list.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1646. &lt;div class=&quot;MsoNormal&quot;&gt;
  1647. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1648. &lt;div class=&quot;MsoNormal&quot;&gt;
  1649. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The only answer could be, a devastator
  1650. Squad&amp;nbsp; with Prescience ( rather “meh”
  1651. IMHO),&amp;nbsp; a quad gun and/ or another Stormraven
  1652. or other allied Flyer.&amp;nbsp; However, for me ,
  1653. the question remains, whether Stormravens should be taken in pairs, solo or not
  1654. at all.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1655. &lt;div class=&quot;MsoNormal&quot;&gt;
  1656. &lt;br /&gt;&lt;/div&gt;
  1657. &lt;div class=&quot;MsoNormal&quot;&gt;
  1658. &lt;br /&gt;&lt;/div&gt;
  1659. &lt;div class=&quot;MsoNormal&quot;&gt;
  1660. &lt;br /&gt;&lt;/div&gt;
  1661. &lt;div class=&quot;MsoNormal&quot;&gt;
  1662. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Sanguinary
  1663. Priests:&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1664. &lt;div class=&quot;MsoNormal&quot;&gt;
  1665. &lt;br /&gt;&lt;/div&gt;
  1666. &lt;div class=&quot;MsoNormal&quot;&gt;
  1667. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;When I started reading post and topics about
  1668. BA in 6th, I was surprised to see that most people are reluctant to include
  1669. Sanguinary priests in their lists. Of course, I can see the obvious reasons,
  1670. with both FC and FNP getting nerfed, and characters being easier to get singled
  1671. out in close combat, or even getting sniped ( in extreme situations )&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1672. &lt;div class=&quot;MsoNormal&quot;&gt;
  1673. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1674. &lt;div class=&quot;MsoNormal&quot;&gt;
  1675. &lt;span lang=&quot;EN-US&quot;&gt;Even though
  1676. the changes to the USR were not kind to our priests,&amp;nbsp; it is my personal belief that they are still
  1677. necessary&amp;nbsp; for the BA. With the exception
  1678. of heavy mech lists and/or razorspam ( which are not very common in 6&lt;sup&gt;th&lt;/sup&gt;
  1679. ),&amp;nbsp; a single sanguinary priest can make a
  1680. great difference in the game. In fact, the SP is the only thing that actually
  1681. make BA units a bit better that the majority of other MEQ’s. Yes, even with FC,
  1682. the enemy marines&amp;nbsp; still get to fight at the
  1683. same initiative, and our assault squads are having a harder time to deal with
  1684. cc oriented units, but still, I believe that this +1str bonus is always
  1685. desirable, and combined with Prescience bonus, can change the course of an
  1686. assault dramatically. FNP still offers an important boost to the survivability of
  1687. our units, providing a somewhat decent defense against plasma weapons. &amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1688. &lt;div class=&quot;MsoNormal&quot;&gt;
  1689. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1690. &lt;div class=&quot;MsoNormal&quot;&gt;
  1691. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;When all is said and done, sanguinary priests
  1692. are there for&amp;nbsp; one reason only:&amp;nbsp; supporting other units. And for &amp;nbsp;50 points, I don’t think that takes a great
  1693. sacrifice to have one of them in the list.&lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: &amp;quot;Arial Black&amp;quot;,&amp;quot;sans-serif&amp;quot;; mso-ansi-language: EN-US;&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1694. &lt;div class=&quot;MsoNormal&quot;&gt;
  1695. &lt;br /&gt;&lt;/div&gt;
  1696. &lt;div class=&quot;MsoNormal&quot;&gt;
  1697. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Corbulo&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1698. &lt;div class=&quot;MsoNormal&quot;&gt;
  1699. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  1700. &lt;div class=&quot;MsoNormal&quot;&gt;
  1701. &lt;span lang=&quot;EN-US&quot;&gt;Speaking of
  1702. priests, this article would not be complete without&amp;nbsp; a reference to this guy. . I had never
  1703. considered using Corbulo &amp;nbsp;in my lists
  1704. before, unti the moment I realized how &amp;nbsp;amazing he is. Not only he fulfill the role of
  1705. buffer, but his&amp;nbsp; FNP (2+) on himself means
  1706. that he can become a unique guardian for the squad he is attached to, shrugging
  1707. of amazing loads of damage and increasing the potential of his squad tenfold.
  1708. Furthermore, he grants a dice reroll per game, which allows for a plethora of
  1709. applications which can save your day. In fact, the only disadvantage of Corbulo
  1710. is his limited mobility, which means that most of the time he must be
  1711. accompanied with transports. Othen than that, I believe that Corbulo belongs to
  1712. the group of models that got a tremendous advantage in the 6&lt;sup&gt;th&lt;/sup&gt; ed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  1713. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1714. &lt;div class=&quot;MsoNormal&quot;&gt;
  1715. &lt;br /&gt;&lt;/div&gt;
  1716. &lt;div class=&quot;MsoNormal&quot;&gt;
  1717. &lt;span lang=&quot;EN-US&quot;&gt;&lt;u&gt;&lt;b&gt;Furioso
  1718. (FRAGiozo!) Dreadnought&lt;/b&gt;&lt;/u&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  1719. &lt;span lang=&quot;EN-US&quot;&gt;&lt;u&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/u&gt;&lt;/span&gt;&lt;/div&gt;
  1720. &lt;div class=&quot;MsoNormal&quot;&gt;
  1721. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1722. &lt;a href=&quot;http://images2.wikia.nocookie.net/__cb20121010183021/warhammer40k/images/e/ed/FuriosoDreadnought01.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;277&quot; src=&quot;http://images2.wikia.nocookie.net/__cb20121010183021/warhammer40k/images/e/ed/FuriosoDreadnought01.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  1723. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1724. &lt;br /&gt;&lt;/div&gt;
  1725. &lt;span lang=&quot;EN-US&quot;&gt;While it
  1726. has become common ground that Walkers are much less desirable currently, the
  1727. mighty Furioso stands out as a significant exception. What if the Blood talons
  1728. are ap3? What if Dreadnoughts are struggling to be effective in short range? The
  1729. furiosos have found&amp;nbsp; a way to use the edition
  1730. swift in the favor&amp;nbsp; and remain&amp;nbsp; useful and competitive. The answer, of course
  1731. came from the Frag cannon, a weapon that&amp;nbsp;
  1732. appears to be perfectly suited for the blobs of infantry that people use
  1733. nowadays. Just&amp;nbsp; use a drop pod to throw
  1734. it right in the heart of the enemy units and then proceed to incinerate everything
  1735. in its path. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1736. &lt;div class=&quot;MsoNormal&quot;&gt;
  1737. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; I
  1738. cannot stress enough the importance of Fragiosos&amp;nbsp; for the Blood Angel army. They have become
  1739. one of the best units in the book, but we will talk more about their strategies and uses later on.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1740. &lt;div class=&quot;MsoNormal&quot;&gt;
  1741. &lt;br /&gt;&lt;/div&gt;
  1742. &lt;div class=&quot;MsoNormal&quot;&gt;
  1743. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1744. &lt;div class=&quot;MsoNormal&quot;&gt;
  1745. &lt;span lang=&quot;EN-US&quot;&gt;This
  1746. concludes the 1&lt;sup&gt;st&lt;/sup&gt; part of the BA tactica.&amp;nbsp; Stay tuned for part 2, coming soon!&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1747. &lt;div class=&quot;MsoNormal&quot;&gt;
  1748. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1749. &lt;div class=&quot;MsoNormal&quot;&gt;
  1750. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Thank you for your time,&lt;/span&gt;&lt;/div&gt;
  1751. &lt;div class=&quot;MsoNormal&quot;&gt;
  1752. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos Kapetanakis, out.&lt;/span&gt;&lt;/div&gt;
  1753. &lt;br /&gt;&lt;/div&gt;
  1754. </description><link>http://amethystxenos.blogspot.com/2013/03/competitive-blood-angels-in-6th-edition.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-6993407681793664176</guid><pubDate>Wed, 30 Jan 2013 02:58:00 +0000</pubDate><atom:updated>2013-01-30T01:37:54.979-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Misc.</category><title>An interesting notice on USR</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  1755. Hello everyone&lt;br /&gt;
  1756. &lt;br /&gt;
  1757. &amp;nbsp;Recently, I acquired a copy of the small BRB of the Dark Vengeance set, which, combined with the boredom of the exam season, gave me a good excuse to read again the new rules, more carefully this time.&lt;br /&gt;
  1758. &lt;br /&gt;
  1759. &amp;nbsp;My first notice is about the Universal Special rules.&lt;br /&gt;
  1760. &lt;br /&gt;
  1761. &amp;nbsp;In the Independent Character section, it says that &quot; When an independent character joins a unit it might have different special rules from that unit&quot; and those rules can be conferred to that unit ( and vice-versa ) only when specified by the special rules entry.&lt;br /&gt;
  1762. &lt;br /&gt;
  1763. &amp;nbsp;At first, I was not impressed by this fact. My impression was that, more or less, only Fearless, Preferred enemy and the likes could be transferred to (and from) characters who join units. However, upon closer inspection, I realized that things are a bit different.&lt;br /&gt;
  1764. &lt;br /&gt;
  1765. &amp;nbsp;So, here is a list of the &lt;strike&gt;21&lt;/strike&gt;(!) rules that follow the aforementioned fashion:&lt;br /&gt;
  1766. &lt;br /&gt;
  1767. 1. Adamantuim Will&lt;br /&gt;
  1768. 2. Acute Senses&lt;br /&gt;
  1769. 3. And They Shall Know no Fear&lt;br /&gt;
  1770. &lt;strike&gt;4. Counter Attack&lt;/strike&gt;&lt;br /&gt;
  1771. 5.Crusader&lt;br /&gt;
  1772. 6. Fearless&lt;br /&gt;
  1773. 7. Hit &amp;amp; Run&lt;br /&gt;
  1774. 8. Infiltrate&lt;br /&gt;
  1775. 9 Monster Hunter&lt;br /&gt;
  1776. 10. Move through Cover&lt;br /&gt;
  1777. 11.Night Vision&lt;br /&gt;
  1778. 12.Outflank&lt;br /&gt;
  1779. 13. Scout&lt;br /&gt;
  1780. 14.Shrouded&lt;br /&gt;
  1781. 15.Stealth&lt;br /&gt;
  1782. 16. Skilled Rider&lt;br /&gt;
  1783. 17. Slow and Purposeful&lt;br /&gt;
  1784. 18. Split Fire&lt;br /&gt;
  1785. 19. Stubborn&lt;br /&gt;
  1786. 20. Tank Hunters&lt;br /&gt;
  1787. 21. Zealot&lt;br /&gt;
  1788. &lt;br /&gt;
  1789. &amp;nbsp; I think it is interesting how many rules share this flexibility. That&#39;s all for today, thank you for your time.&lt;br /&gt;
  1790. &lt;br /&gt;
  1791. &lt;br /&gt;
  1792. &amp;nbsp;Stefanos Kapetanakis, out.&lt;/div&gt;
  1793. </description><link>http://amethystxenos.blogspot.com/2013/01/an-interesting-notice-on-usr.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-6283210007824169432</guid><pubDate>Fri, 25 Jan 2013 20:45:00 +0000</pubDate><atom:updated>2013-01-25T15:21:59.635-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tyranid Tactica</category><title>Tyranids in 6th Edition: the Swarm Ascendant!</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  1794. &lt;br /&gt;
  1795. &lt;div class=&quot;MsoNormal&quot;&gt;
  1796. This is the 3rd and final part of the Tyranid Tactica Guide. Enjoy:&lt;/div&gt;
  1797. &lt;div class=&quot;MsoNormal&quot;&gt;
  1798. &lt;br /&gt;&lt;/div&gt;
  1799. &lt;div class=&quot;MsoNormal&quot;&gt;
  1800. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1801. &lt;div class=&quot;MsoNormal&quot;&gt;
  1802. &lt;b&gt;&lt;u&gt;&lt;span lang=&quot;EN-US&quot;&gt;H&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;ormagants&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/div&gt;
  1803. &lt;div class=&quot;MsoNormal&quot;&gt;
  1804. &lt;br /&gt;&lt;/div&gt;
  1805. &lt;div class=&quot;MsoNormal&quot;&gt;
  1806. Now that
  1807. genestealers have lost their glamour, and getting into combat has become much,
  1808. much harder and much less rewarding, hormagants have stepped up their
  1809. performance as affordable , expendable melee units.&lt;/div&gt;
  1810. &lt;div class=&quot;MsoNormal&quot;&gt;
  1811. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;They only cost 6 points per model and deliver
  1812. 3 attacks when charging. Having tervigons buffing them with FNP and fearless,
  1813. and now you have a swarm that can prove itself a real frustration for your
  1814. opponent.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1815. &lt;div class=&quot;MsoNormal&quot;&gt;
  1816. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The real downside is that they are no longer
  1817. getting any true bonus from their fleet rule, meaning that they are extremely
  1818. slow and will probably take several turns of shooting before reaching the
  1819. enemy. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1820. &lt;div class=&quot;MsoNormal&quot;&gt;
  1821. &lt;br /&gt;&lt;/div&gt;
  1822. &lt;div class=&quot;MsoNormal&quot;&gt;
  1823. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Termagants&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1824. &lt;div class=&quot;MsoNormal&quot;&gt;
  1825. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  1826. &lt;div class=&quot;MsoNormal&quot;&gt;
  1827. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg45NuAKjVMVMMZZ8k4TMWWQyN2fNBrnfLnRLdY7IPhB5KQKxPCnAOy_3py6A9zN8pjd0NrF-_CCm6D8SDnFkLRVM6RxUDjCrDyCa2OZELkNfxGRaB6tvDzsSY6gMd_IYTahO5MG7rknGXv/s1600/termagant.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg45NuAKjVMVMMZZ8k4TMWWQyN2fNBrnfLnRLdY7IPhB5KQKxPCnAOy_3py6A9zN8pjd0NrF-_CCm6D8SDnFkLRVM6RxUDjCrDyCa2OZELkNfxGRaB6tvDzsSY6gMd_IYTahO5MG7rknGXv/s320/termagant.jpg&quot; width=&quot;300&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Termagants have always been popular, and an
  1828. almost mandatory option for the Tyranids.&amp;nbsp;
  1829. If not for anything else , a unit of those guys would be included, to
  1830. accompany a troop Tervigon. And while they are rather weak, and can do little
  1831. damage without the assistance of larger beasts, they are not to be
  1832. underestimated.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1833. &lt;div class=&quot;MsoNormal&quot;&gt;
  1834. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1835. &lt;div class=&quot;MsoNormal&quot;&gt;
  1836. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1837. &lt;div class=&quot;MsoNormal&quot;&gt;
  1838. &lt;span lang=&quot;EN-US&quot;&gt;First of
  1839. all, when compared to hormagants, termagants are overall a better option,&amp;nbsp; for the following reasons:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1840. &lt;div class=&quot;MsoNormal&quot;&gt;
  1841. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1842. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1843. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  1844. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Termagants
  1845. are cheaper, and move at the same speed as hormagants.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1846. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1847. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  1848. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;They
  1849. have a shooting weapon ( very important )&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1850. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1851. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;They
  1852. can be upgraded to carry better weapons and fill more roles .&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1853. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1854. &lt;br /&gt;&lt;/div&gt;
  1855. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1856. &lt;span lang=&quot;EN-US&quot;&gt;In fact, while most players include termagants armed with fleshborers, a
  1857. new, popular option is to arm 20 gants with devourers and put them in a spore. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1858. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1859. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;This combo provides 60 str4 shots
  1860. at point blank. However, I am not too fond of this tactic , because of its
  1861. tremendous cost. 10 points for a termagant is insane , especially considering
  1862. how fast they die. For 10 points you could take 2 gants instead, and while the
  1863. amount of firepower is still reduced, you double your models count.&amp;nbsp; I can’t tell for sure which option is the
  1864. most successful , but I when it comes to tyranids&amp;nbsp; I would always choose quantity over quality.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1865. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1866. &lt;br /&gt;&lt;/div&gt;
  1867. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1868. &lt;br /&gt;&lt;/div&gt;
  1869. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1870. &lt;b&gt;&lt;u&gt;Raveners&lt;/u&gt;&lt;/b&gt;&lt;/div&gt;
  1871. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1872. &lt;br /&gt;&lt;/div&gt;
  1873. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1874. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM1K_spycrQkRshAvGYvof99mRzTsgsKlVC2RClVoPAymVReWXmmSer81Ephy19nnPr1X5t22RS1YKIXuhrounfZfcHIRWmF41YNhBEW9nqdTxU6IOdMmoaksWAEDYpZdPO_rMvXtFRiI/s1600/ravener_of_hive_fleet_daedalus_by_stefoserpent-d3iz2xi.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM1K_spycrQkRshAvGYvof99mRzTsgsKlVC2RClVoPAymVReWXmmSer81Ephy19nnPr1X5t22RS1YKIXuhrounfZfcHIRWmF41YNhBEW9nqdTxU6IOdMmoaksWAEDYpZdPO_rMvXtFRiI/s1600/ravener_of_hive_fleet_daedalus_by_stefoserpent-d3iz2xi.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  1875. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1876. &lt;span lang=&quot;EN-US&quot;&gt;By far my favorite tyranid unit , and perhaps one of my favorite creatures
  1877. , period. Raveners were always considered to be “ target practice units” for IG
  1878. artillery and GK Psyflemen alike…and although this very painfully true,&amp;nbsp; I was always getting the impression that
  1879. raveners performed&amp;nbsp; very well for
  1880. me.&amp;nbsp; So ,let’s see their best&amp;nbsp; characteristics, under the scope of 6&lt;sup&gt;th&lt;/sup&gt;
  1881. edition:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1882. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  1883. &lt;br /&gt;&lt;/div&gt;
  1884. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1885. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -&lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;They
  1886. cost only 35 points without any upgrades.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1887. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1888. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;-3 wounds and 5 attacks on the charge, get to
  1889. re-roll to hit rolls of 1’s.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1890. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1891. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -&lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Beasts , which means that they move 12” and
  1892. get to reroll their assault move roll, which in essence means that they get a
  1893. charge move of 8-10 inches , statistically.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1894. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  1895. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1896. &lt;div class=&quot;MsoNormal&quot;&gt;
  1897. &lt;span lang=&quot;EN-US&quot;&gt;This makes
  1898. their role quite obvious: they are the hunters of the swarm. Their role is to
  1899. reach the enemy as fast as possible , becoming the center of attention and
  1900. providing adequate time for the rest of the swarm to move up. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1901. &lt;div class=&quot;MsoNormal&quot;&gt;
  1902. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Nowadays it is easier than ever to deal with
  1903. raveners, thus making them a choice that you should rarely consider , but one
  1904. that should definitely be in the back of your mind.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1905. &lt;div class=&quot;MsoNormal&quot;&gt;
  1906. &lt;br /&gt;&lt;/div&gt;
  1907. &lt;div class=&quot;MsoNormal&quot;&gt;
  1908. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Gargoyles&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1909. &lt;div class=&quot;MsoNormal&quot;&gt;
  1910. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; These guys perform in a similar way to
  1911. Hormagants, although they seem to be better suited for the role of expendable assault
  1912. unit.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1913. &lt;div class=&quot;MsoNormal&quot;&gt;
  1914. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;First of all , they are definitely faster than
  1915. Hormagants.&amp;nbsp; They also carry fleshborers,
  1916. which is an important detail, and finally they can use the Hammer of Wrath
  1917. rule, and all that for the same point cost as a Hormagant.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1918. &lt;div class=&quot;MsoNormal&quot;&gt;
  1919. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;In fact, the only case where Hormas should be
  1920. chosen instead of Gargoyles, is when you need more troops, which is rarely a
  1921. problem for Tyranids anyway.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1922. &lt;div class=&quot;MsoNormal&quot;&gt;
  1923. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Gargoyles can perform well in close combat.
  1924. However, as&amp;nbsp; is the case with all of our &amp;nbsp;smaller creatures, they die very, very easily,
  1925. thus making them unreliable , at best.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1926. &lt;div class=&quot;MsoNormal&quot;&gt;
  1927. &lt;br /&gt;&lt;/div&gt;
  1928. &lt;div class=&quot;MsoNormal&quot;&gt;
  1929. &lt;br /&gt;&lt;/div&gt;
  1930. &lt;div class=&quot;MsoNormal&quot;&gt;
  1931. &lt;br /&gt;&lt;/div&gt;
  1932. &lt;div class=&quot;MsoNormal&quot;&gt;
  1933. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Biovores&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1934. &lt;div class=&quot;MsoNormal&quot;&gt;
  1935. &lt;br /&gt;&lt;/div&gt;
  1936. &lt;div class=&quot;MsoNormal&quot;&gt;
  1937. &lt;a href=&quot;http://wh40k.lexicanum.com/mediawiki/images/thumb/6/67/Biovore_art.jpg/180px-Biovore_art.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://wh40k.lexicanum.com/mediawiki/images/thumb/6/67/Biovore_art.jpg/180px-Biovore_art.jpg&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;These ugly
  1938. creatures have become very popular recently. I see them in most tournament
  1939. lists, and while I was puzzled at first, I finally understood why&amp;nbsp; they are so attractive.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1940. &lt;div class=&quot;MsoNormal&quot;&gt;
  1941. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;First of all , they are very cheap. For 45
  1942. points you get a guy with a large blast weapon that will do some damage against
  1943. light infantry. And they reside in the Heavy Support section, so they get to
  1944. compete with some “ titans “ of the 40k metagame, such as the Mawloc, the
  1945. depressed Carnifex and the almost suicidal Tyranofex. Yeap, actually Biovores
  1946. are somewhat useful after all.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1947. &lt;div class=&quot;MsoNormal&quot;&gt;
  1948. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;They come in a nice brood of 3, have a 48”
  1949. assault , barrage, large blast weapon with a str and ap of 4… not bad for 45
  1950. points. And if they miss they target, their shot is not lost, but a unit of 3
  1951. spore mines appears…hopefully they enemy won’t escape their damage anyway.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1952. &lt;div class=&quot;MsoNormal&quot;&gt;
  1953. &lt;span lang=&quot;EN-US&quot;&gt;Considering
  1954. how many players choose to spam troops nowadays, biovores will probably do
  1955. enough work to justify their points cost almost every time.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1956. &lt;div class=&quot;MsoNormal&quot;&gt;
  1957. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1958. &lt;div class=&quot;MsoNormal&quot;&gt;
  1959. &lt;br /&gt;&lt;/div&gt;
  1960. &lt;div class=&quot;MsoNormal&quot;&gt;
  1961. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Trygons&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1962. &lt;div class=&quot;MsoNormal&quot;&gt;
  1963. &lt;br /&gt;&lt;/div&gt;
  1964. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  1965. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwZ6a_h_hiWp__uB_NY4v3tGqvwFFBxWMmEZdrYsmo7IbkGKkOz91rR1zKaNpFpO4OL9mc_i2mwruSs4-ca3pNReqjQz1NJvceVkPT4iiISQsuvBnTG2-xWRwqWprfsSkh9TMVW6jl3L0/s1600/second_trygon_of_daedalus_by_stefoserpent-d3ixkcj.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwZ6a_h_hiWp__uB_NY4v3tGqvwFFBxWMmEZdrYsmo7IbkGKkOz91rR1zKaNpFpO4OL9mc_i2mwruSs4-ca3pNReqjQz1NJvceVkPT4iiISQsuvBnTG2-xWRwqWprfsSkh9TMVW6jl3L0/s400/second_trygon_of_daedalus_by_stefoserpent-d3ixkcj.jpg&quot; width=&quot;281&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  1966. &lt;div class=&quot;MsoNormal&quot;&gt;
  1967. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The last unit of this list , and probably one
  1968. of the least effective anyway. Trygons are durable, leathal, fast moving units
  1969. that could be easily be one of the best units of our codex. However,&amp;nbsp; as they stand now, they are still burdened by
  1970. the same weaknesses they had since their release.&amp;nbsp; They have to deploy right in the face of the
  1971. enemy, only to die fast to their low- ap weapons. Plasmas , meltas and
  1972. lascannons cut through their flesh like a hot knife through butter, and even
  1973. their 6 wounds and toughness can’t prolong their existence enough to allow them
  1974. to reach the enemy and do their job. Unlike other suicide units , like
  1975. genestealers,&amp;nbsp; raveners or Ymgarls , the
  1976. Trygon is too expensive to fulfill that role. Besides, Trygons are of no use
  1977. against flyers and he Overwatch rule is more painful to them that it is for
  1978. most other units.&amp;nbsp; A great shame,
  1979. because&amp;nbsp; its rules, concept and miniature
  1980. model are all beautiful. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1981. &lt;div class=&quot;MsoNormal&quot;&gt;
  1982. &lt;br /&gt;&lt;/div&gt;
  1983. &lt;div class=&quot;MsoNormal&quot;&gt;
  1984. &lt;br /&gt;&lt;/div&gt;
  1985. &lt;div class=&quot;MsoNormal&quot;&gt;
  1986. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1987. &lt;div class=&quot;MsoNormal&quot;&gt;
  1988. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1989. &lt;div class=&quot;MsoNormal&quot;&gt;
  1990. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  1991. &lt;div class=&quot;MsoNormal&quot;&gt;
  1992. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;That concludes my list of the best Tyranid
  1993. units in 6&lt;sup&gt;th&lt;/sup&gt; edition.&amp;nbsp;However, no guide is complete without an explanation of how the
  1994. various units of our codex work.&amp;nbsp; The
  1995. rest of this article will be a short tactica of an exemplary list.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  1996. &lt;div class=&quot;MsoNormal&quot;&gt;
  1997. &lt;br /&gt;&lt;/div&gt;
  1998. &lt;div class=&quot;MsoNormal&quot;&gt;
  1999. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;To begin with , let’s see how a Tyranid
  2000. tournament list looks like:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2001. &lt;div class=&quot;MsoNormal&quot;&gt;
  2002. &lt;br /&gt;&lt;/div&gt;
  2003. &lt;div class=&quot;MsoNormal&quot;&gt;
  2004. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;HQ&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2005. &lt;div class=&quot;MsoNormal&quot;&gt;
  2006. &lt;span lang=&quot;EN-US&quot;&gt;Hive Tyrant
  2007. with Wings, 2 sets of Twin-linked Devourers ( BW), Leech Essence, Paroxysm ,
  2008. Old Adversary- 285pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2009. &lt;div class=&quot;MsoNormal&quot;&gt;
  2010. &lt;span lang=&quot;EN-US&quot;&gt;Hive Tyrant
  2011. with Wings, 2 sets of Twin-linked Devourers ( BW), Leech Essence, Paroxysm,-
  2012. 260pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2013. &lt;div class=&quot;MsoNormal&quot;&gt;
  2014. &lt;br /&gt;&lt;/div&gt;
  2015. &lt;div class=&quot;MsoNormal&quot;&gt;
  2016. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;ELITES&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2017. &lt;div class=&quot;MsoNormal&quot;&gt;
  2018. &lt;span lang=&quot;EN-US&quot;&gt;Hive Guards
  2019. x 2- 100pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2020. &lt;div class=&quot;MsoNormal&quot;&gt;
  2021. &lt;span lang=&quot;EN-US&quot;&gt;Hive Guards
  2022. x 2-100pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2023. &lt;div class=&quot;MsoNormal&quot;&gt;
  2024. &lt;span lang=&quot;EN-US&quot;&gt;Zoanthropes
  2025. x 3-180 pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2026. &lt;div class=&quot;MsoNormal&quot;&gt;
  2027. &lt;br /&gt;&lt;/div&gt;
  2028. &lt;div class=&quot;MsoNormal&quot;&gt;
  2029. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;TROOPS&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2030. &lt;div class=&quot;MsoNormal&quot;&gt;
  2031. &lt;span lang=&quot;EN-US&quot;&gt;Tervigon
  2032. with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2033. &lt;div class=&quot;MsoNormal&quot;&gt;
  2034. &lt;span lang=&quot;EN-US&quot;&gt;Tervigon
  2035. with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2036. &lt;div class=&quot;MsoNormal&quot;&gt;
  2037. &lt;span lang=&quot;EN-US&quot;&gt;Tervigon
  2038. with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2039. &lt;div class=&quot;MsoNormal&quot;&gt;
  2040. &lt;span lang=&quot;EN-US&quot;&gt;Termagants
  2041. x 10- 50pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2042. &lt;div class=&quot;MsoNormal&quot;&gt;
  2043. &lt;span lang=&quot;EN-US&quot;&gt;Termagants
  2044. x 10- 50pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2045. &lt;div class=&quot;MsoNormal&quot;&gt;
  2046. &lt;span lang=&quot;EN-US&quot;&gt;Termagants
  2047. x 10-50pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2048. &lt;div class=&quot;MsoNormal&quot;&gt;
  2049. &lt;br /&gt;&lt;/div&gt;
  2050. &lt;div class=&quot;MsoNormal&quot;&gt;
  2051. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Heavy
  2052. Support&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2053. &lt;div class=&quot;MsoNormal&quot;&gt;
  2054. &lt;span lang=&quot;EN-US&quot;&gt;Biovores x
  2055. 2 – 90pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2056. &lt;div class=&quot;MsoNormal&quot;&gt;
  2057. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2058. &lt;div class=&quot;MsoNormal&quot;&gt;
  2059. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;TOTAL :
  2060. 1750pts&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2061. &lt;div class=&quot;MsoNormal&quot;&gt;
  2062. &lt;br /&gt;&lt;/div&gt;
  2063. &lt;div class=&quot;MsoNormal&quot;&gt;
  2064. &lt;span lang=&quot;EN-US&quot;&gt;This is a
  2065. list composed exclusively of the best Tyranid units only. It is obviously meant
  2066. for&amp;nbsp; a more defensive type of play. It is
  2067. a solid list that is built with an emphasis on the shooting aspect of the game , and resilience.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2068. &lt;div class=&quot;MsoNormal&quot;&gt;
  2069. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2070. &lt;div class=&quot;MsoNormal&quot;&gt;
  2071. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;First of all, it has 2 Flyrants , which should
  2072. be enough to wreak havoc to the enemy lines, draw the majority of the enemy’s
  2073. firepower on them, and generally attempt to kill as many enemy units as
  2074. possible before dying. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2075. &lt;div class=&quot;MsoNormal&quot;&gt;
  2076. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2077. &lt;div class=&quot;MsoNormal&quot;&gt;
  2078. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;I have included 4 hive guards in 2 separate
  2079. units.&amp;nbsp; Their role is to focus on the
  2080. enemy transports and light vehicles first,&amp;nbsp;
  2081. then move onto flyers and possibly heavy infantry ,susceptible to
  2082. Instant Death.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2083. &lt;div class=&quot;MsoNormal&quot;&gt;
  2084. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2085. &lt;div class=&quot;MsoNormal&quot;&gt;
  2086. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;3 Tervigons are more than enough to survive
  2087. the game. In fact,&amp;nbsp; if you lose all 3 of
  2088. them in a game, it probably means that you should reconsider your tactics and
  2089. army list altogether. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2090. &lt;div class=&quot;MsoNormal&quot;&gt;
  2091. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2092. &lt;div class=&quot;MsoNormal&quot;&gt;
  2093. &lt;span lang=&quot;EN-US&quot;&gt;Also, 3
  2094. Tervigons will provide a mass of extra troops, so make sure to have a stock of
  2095. about 75 termagants ( from my experience, I ‘ve found out that there should be
  2096. about 25 spare gants in your army case for each Tervigon on the table )&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2097. &lt;div class=&quot;MsoNormal&quot;&gt;
  2098. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2099. &lt;div class=&quot;MsoNormal&quot;&gt;
  2100. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Biovores are there to deal with those pesky
  2101. players who gather their troops behind Aegis defence lines&lt;/span&gt;&lt;/div&gt;
  2102. &lt;div class=&quot;MsoNormal&quot;&gt;
  2103. &lt;span lang=&quot;EN-US&quot;&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2104. &lt;div class=&quot;MsoNormal&quot;&gt;
  2105. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Although each separate unit in the list is
  2106. quite decent on its own , the true power of this list is that it can spam troop
  2107. units that can flood the gaming board, claim objectives, and finally, attempt
  2108. to deal as much damage as possible to the enemy units.&amp;nbsp; The 3 tervigons alongside the termagants and
  2109. the elite shooting arsenal make a good core for your force that can prove
  2110. itself very resilient. Do not play aggressively with this list. Instead, try to
  2111. use the Mission rules to your advantage. This list excels in missions where
  2112. several&amp;nbsp; objectives are included, and can
  2113. easily give you more victory points by claiming the First Blood and
  2114. Linebreaker.&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2115. &lt;div class=&quot;MsoNormal&quot;&gt;
  2116. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2117. &lt;div class=&quot;MsoNormal&quot;&gt;
  2118. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;In addition to the aforementioned advantages of this list, we should include the amount of troop units that can be spawned from such a list. When played correctly, this list should make it throughout the game, with a rather small amount of casualties. Make sure to spawn often, but not too often. Units spawned from Tervigons are really worth it when they will deploy near the enemy, then shoot and assault in the same turn. Avoid spawning from the 1st turn. It&#39;s a needless risk.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
  2119. &lt;div class=&quot;MsoNormal&quot;&gt;
  2120. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2121. &lt;div class=&quot;MsoNormal&quot;&gt;
  2122. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Instead, in your first couple turns of the game you should focus on killing the most dangerous enemy units, isolated small units and possibly those annoying Quad guns and Icarus lascannons. If possible , try to take down those emplaced weapons in the 1st turn , so that the enemy will have little chance to hurt the Flyrants.&lt;/span&gt;&lt;/div&gt;
  2123. &lt;div class=&quot;MsoNormal&quot;&gt;
  2124. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2125. &lt;div class=&quot;MsoNormal&quot;&gt;
  2126. &lt;a href=&quot;http://media.moddb.com/images/groups/1/9/8153/Kraken_Tyranid_Warrior.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;322&quot; src=&quot;http://media.moddb.com/images/groups/1/9/8153/Kraken_Tyranid_Warrior.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Then, make sure to move in close to the enemy with the whole army, if you see that your enemy outshoots you too much.&lt;/span&gt;&lt;/div&gt;
  2127. &lt;div class=&quot;MsoNormal&quot;&gt;
  2128. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;In most cases, however, a more defensive approach should be better, until of course your Flyrants start diving into combat. In other words, supposing that the Tyrants will start assaulting units at the 3rd turn and after, you should calculate your movement phases so that your tervigons will be in a possition to provide termagants that will support the Flyrants, backing them up with numbers so that they wont be all by their own.&lt;/span&gt;&lt;/div&gt;
  2129. &lt;div class=&quot;MsoNormal&quot;&gt;
  2130. &lt;br /&gt;
  2131. Finally , lets not forget about the presence of Psykers in this army list. 8 Psykers are included, giving you access to an incredible amount of bonuses that are much needed by your units. In most cases, you should choose to take psychic powers from the main rulebook, especially for the Flyrants. &amp;nbsp;For Tervigons , it is not necessary to risk, simply because Catalyst is still an awesome power. For Zoanthropes, the choice depends on your enemy list.&lt;/div&gt;
  2132. &lt;div class=&quot;MsoNormal&quot;&gt;
  2133. &lt;br /&gt;
  2134. &lt;br /&gt;&lt;/div&gt;
  2135. &lt;div class=&quot;MsoNormal&quot;&gt;
  2136. &lt;/div&gt;
  2137. &lt;div class=&quot;MsoNormal&quot;&gt;
  2138. &lt;br /&gt;&lt;/div&gt;
  2139. And so, after about 12 Word pages and 5.000 words on Tyranids, their codex, their pros and cons etc, I think that there is not much left to say about Tyranids. I hope that you found this guide informative, understandable and enjoyable to read, and perhaps you found some ideas for your own lists.&lt;br /&gt;
  2140. &lt;div class=&quot;MsoNormal&quot;&gt;
  2141. &amp;nbsp;All things considered, Tyranids are not a bad army on its own. &amp;nbsp;Surprisingly, they perform much better than many other codices, which is impressive, taking into consideration the fact that we lack so many things compared to other armies. Tyranids are a mid- tier army, that can still be used in tournament play, albeit with &amp;nbsp;lots of luck and good match- ups&amp;nbsp;&lt;/div&gt;
  2142. &lt;div class=&quot;MsoNormal&quot;&gt;
  2143. &amp;nbsp;I would love to read your opinion about our codex, your ideas and tactics. Any comment and criticism about this guide is both desired and appreciated.&amp;nbsp;&lt;/div&gt;
  2144. &lt;div class=&quot;MsoNormal&quot;&gt;
  2145. &lt;br /&gt;&lt;/div&gt;
  2146. &lt;div class=&quot;MsoNormal&quot;&gt;
  2147. &amp;nbsp; Thank you,&lt;/div&gt;
  2148. &lt;div class=&quot;MsoNormal&quot;&gt;
  2149. Stefanos Kapetanakis, out.&lt;/div&gt;
  2150. &lt;/div&gt;
  2151. </description><link>http://amethystxenos.blogspot.com/2013/01/tyranids-in-6th-edition-swarm-ascendant.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg45NuAKjVMVMMZZ8k4TMWWQyN2fNBrnfLnRLdY7IPhB5KQKxPCnAOy_3py6A9zN8pjd0NrF-_CCm6D8SDnFkLRVM6RxUDjCrDyCa2OZELkNfxGRaB6tvDzsSY6gMd_IYTahO5MG7rknGXv/s72-c/termagant.jpg" height="72" width="72"/><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-3684563430088976495</guid><pubDate>Fri, 25 Jan 2013 05:10:00 +0000</pubDate><atom:updated>2013-01-24T22:20:24.085-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tyranid Tactica</category><title>Tyranids in 6th Edition: Rebirth of the Swarm?</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  2152. &lt;br /&gt;
  2153. &lt;div class=&quot;MsoNormal&quot;&gt;
  2154. &amp;nbsp;Hello
  2155. ladies and gentlemen,&lt;/div&gt;
  2156. &lt;div class=&quot;MsoNormal&quot;&gt;
  2157. &lt;br /&gt;&lt;/div&gt;
  2158. &lt;div class=&quot;MsoNormal&quot;&gt;
  2159. &lt;span lang=&quot;EN-US&quot;&gt;Yesterday’s
  2160. post about the Tyranids and their performance in 6&lt;sup&gt;th&lt;/sup&gt; edition&amp;nbsp; was not perceived well by many people who
  2161. claimed that I was either too pessimistic , absolute or just wrong about my
  2162. view of the tyranid codex.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2163. &lt;div class=&quot;MsoNormal&quot;&gt;
  2164. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Admittedly, the first part of this article was
  2165. a bit harsh,&amp;nbsp; so , this second part will
  2166. be dedicated to the strong elements that the Tyranids still maintain. After all
  2167. , our codex may be far from overpowered , but it has some units and tactics
  2168. that can fare decently in the new metagame. In this article , the most useful
  2169. and effective tyranid units will be explained.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2170. &lt;div class=&quot;MsoNormal&quot;&gt;
  2171. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2172. &lt;div class=&quot;MsoNormal&quot;&gt;
  2173. &lt;br /&gt;&lt;/div&gt;
  2174. &lt;div class=&quot;MsoNormal&quot;&gt;
  2175. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Flying
  2176. Tyrant&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2177. &lt;div class=&quot;MsoNormal&quot;&gt;
  2178. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  2179. &lt;div class=&quot;MsoNormal&quot;&gt;
  2180. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  2181. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2182. &lt;a href=&quot;http://www.deviantart.com/download/106788710/Hive_Tyrant_by_Zen_Master.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;http://www.deviantart.com/download/106788710/Hive_Tyrant_by_Zen_Master.jpg&quot; width=&quot;222&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2183. &lt;div class=&quot;MsoNormal&quot;&gt;
  2184. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  2185. &lt;div class=&quot;MsoNormal&quot;&gt;
  2186. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; One of the best units ( if not the best ) in
  2187. the Tyranid codex.&amp;nbsp; A Tyrant with the Wings
  2188. biomorph counts as a Flying Monstrous Creature , which gives it a host of new
  2189. rules and bonuses.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2190. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  2191. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  2192. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Increased
  2193. movement speed. When in&amp;nbsp; “ swooping mode”
  2194. it can move as far as 24” and still fire Its weapons&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2195. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  2196. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  2197. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Increased
  2198. durability. The enemy units can only hit him on rolls of 6,&amp;nbsp; reducing dramatically the amount of incoming
  2199. damage&amp;nbsp; and causing frustration&amp;nbsp; to your opponent&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2200. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  2201. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2202. &lt;div class=&quot;MsoNormal&quot;&gt;
  2203. &lt;span lang=&quot;EN-US&quot;&gt;However ,
  2204. FMC’s have their weaknesses.&amp;nbsp; Their
  2205. tendency to fall to the ground every time the enemy manages a hit&amp;nbsp; is a glaring flaw and automatically makes FMC
  2206. less effective than Flyers. Whereas a&amp;nbsp;
  2207. Flyer can take multiple hits and still cause headache , a FMC would
  2208. simply fall to the ground and then become easy prey for the rest of the enemy
  2209. units. Addind insult to injury, the greatest threat of a Flyrant is not the rather small number of enemy anti-vehicle firepower, but rather the massed shots that come from infatry units. Thus, the best way to bring down a FMC is to simply shoot it with bolter/lasgun/ whatever shots from several squads unit it falls to the ground. From that point on it lies naked in front of your heavy weapons and is left to your mercy.&lt;/span&gt;&lt;/div&gt;
  2210. &lt;div class=&quot;MsoNormal&quot;&gt;
  2211. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2212. &lt;div class=&quot;MsoNormal&quot;&gt;
  2213. &lt;span lang=&quot;EN-US&quot;&gt;On the
  2214. other hard , if the Flyrant manages to stay in the air / survive the enemy turn
  2215. , and get to the right position , then the following carnage will be a most
  2216. satisfying one.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2217. &lt;div class=&quot;MsoNormal&quot;&gt;
  2218. &lt;span lang=&quot;EN-US&quot;&gt;Finally, he
  2219. is a psyker that can take 2 powers not only from the Tyranid book, but also
  2220. from the new rulebook powers.&amp;nbsp; Biomancy
  2221. is the obvious choice, with Iron Arm being perhaps the best result a&amp;nbsp; Flyrant can get.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2222. &lt;div class=&quot;MsoNormal&quot;&gt;
  2223. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2224. &lt;div class=&quot;MsoNormal&quot;&gt;
  2225. &lt;span lang=&quot;EN-US&quot;&gt;All in all,
  2226. the Flyrant provides and all-around effective option, with solid shooting and
  2227. melee capabilities and &amp;nbsp;2 psychic powers that could potentially maximize his
  2228. potential &amp;nbsp;as a&amp;nbsp; “sweeper”.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2229. &lt;div class=&quot;MsoNormal&quot;&gt;
  2230. &lt;span lang=&quot;EN-US&quot;&gt;Nonetheless
  2231. , I would not place all my&amp;nbsp; trust on a
  2232. Flyrant alone, as it is almost certain that he will succumb after getting
  2233. focused by the enemy shooting.&amp;nbsp; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2234. &lt;div class=&quot;MsoNormal&quot;&gt;
  2235. &lt;br /&gt;&lt;/div&gt;
  2236. &lt;div class=&quot;MsoNormal&quot;&gt;
  2237. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2238. &lt;div class=&quot;MsoNormal&quot;&gt;
  2239. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Tervigon&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2240. &lt;div class=&quot;MsoNormal&quot;&gt;
  2241. &lt;br /&gt;&lt;/div&gt;
  2242. &lt;div class=&quot;MsoNormal&quot;&gt;
  2243. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitCpxGwVbKGQUT1c3vQEM-7TMXGIzFBR0IjJQJp6Pe3stBxM5Gf4ypOZA2faT6_m6XU5PRSDSl8zKe96oEghD2zsORxJl1I39nN5e6ettGbHQZ8SRFOJjJ8PAcquRMZZThrUWMx1MbFek/s1600/tervigon_artwork.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitCpxGwVbKGQUT1c3vQEM-7TMXGIzFBR0IjJQJp6Pe3stBxM5Gf4ypOZA2faT6_m6XU5PRSDSl8zKe96oEghD2zsORxJl1I39nN5e6ettGbHQZ8SRFOJjJ8PAcquRMZZThrUWMx1MbFek/s1600/tervigon_artwork.jpg&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;The
  2244. classic, powerful , resilient and reliable brood mother of the hive, tervigons
  2245. seem to have been affected very lightly by the new rules. They still perform as
  2246. excellent as always and can provide more bodies to the table, support all
  2247. existing units and dish out some decent damage at the same time.&amp;nbsp; Their only new tool of the trade is the new
  2248. Psychic powers, which mean that their supportive talents have new been updated
  2249. with new possible bonuses. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2250. &lt;div class=&quot;MsoNormal&quot;&gt;
  2251. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2252. &lt;div class=&quot;MsoNormal&quot;&gt;
  2253. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Needless to say that Tervigons should always shape the backbone of any Tyranid list. Take as many as you can, filling all
  2254. the troop choices if possible.&amp;nbsp; Their
  2255. build has not chanced much either since the last edition. Always take a second
  2256. psychic power, as well as both the Adrenal Gland and Toxin Sac biomorphs. For a
  2257. mere 195 points , the mighty Tervigon still remains a bargain.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2258. &lt;div class=&quot;MsoNormal&quot;&gt;
  2259. &lt;br /&gt;&lt;/div&gt;
  2260. &lt;div class=&quot;MsoNormal&quot;&gt;
  2261. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Hive Guards&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2262. &lt;div class=&quot;MsoNormal&quot;&gt;
  2263. &lt;br /&gt;&lt;/div&gt;
  2264. &lt;div class=&quot;MsoNormal&quot;&gt;
  2265. &lt;span lang=&quot;EN-US&quot;&gt;The
  2266. ultimate in Tyranid ranged warfare,&amp;nbsp; hive
  2267. guards are still an awesome option,&amp;nbsp; and
  2268. still the only solid anti-vehicle option of our codex. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2269. &lt;div class=&quot;MsoNormal&quot;&gt;
  2270. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Perhaps a lot of people&amp;nbsp; could claim that hive guards are no longer
  2271. necessary in a tyranid army list, since the number of vehicles that hit the
  2272. table has been reduced significantly&amp;nbsp; (
  2273. no more chimera or razorspam for loyalists ) and at the same time, vehicles
  2274. have become very sensitive&amp;nbsp; to melee
  2275. hits. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2276. &lt;div class=&quot;MsoNormal&quot;&gt;
  2277. &lt;span lang=&quot;EN-US&quot;&gt;However,
  2278. the solid package that a hive guard provides , exceeds the role of a simple,
  2279. anti- vehicle unit.&amp;nbsp; First of all, with
  2280. some FAQ clarifications, hive guards ignore the night fight rules completely,
  2281. and since night fighting is now a common thing , their utility has increased
  2282. considerably. Also, they are still a beefy unit that can take some serious
  2283. punishment before it succumbs to its wounds, and are also dirt cheap. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2284. &lt;div class=&quot;MsoNormal&quot;&gt;
  2285. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Furthermore, they are not so bad at taking out
  2286. flyers. A unit of 3 guards will probably score a penetrating hit at an 11AV
  2287. vehicle,&amp;nbsp; and they also ignore any Jink
  2288. cover saves.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2289. &lt;div class=&quot;MsoNormal&quot;&gt;
  2290. &lt;span lang=&quot;EN-US&quot;&gt;In
  2291. conclusion, Hive guards can provide a decent amount of firepower that’s is very
  2292. likely to withstand the course of the game.&amp;nbsp;
  2293. Thus, they are almost guaranteed to do enough work to justify your point
  2294. investment.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2295. &lt;div class=&quot;MsoNormal&quot;&gt;
  2296. &lt;br /&gt;&lt;/div&gt;
  2297. &lt;div class=&quot;MsoNormal&quot;&gt;
  2298. &lt;br /&gt;&lt;/div&gt;
  2299. &lt;div class=&quot;MsoNormal&quot;&gt;
  2300. &lt;br /&gt;&lt;/div&gt;
  2301. &lt;div class=&quot;MsoNormal&quot;&gt;
  2302. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Zoanthropes&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2303. &lt;div class=&quot;MsoNormal&quot;&gt;
  2304. &lt;br /&gt;&lt;/div&gt;
  2305. &lt;div class=&quot;MsoNormal&quot;&gt;
  2306. &lt;span lang=&quot;EN-US&quot;&gt;These guys
  2307. have always been the cause of a great debate, and for a good reason. Until the
  2308. release of the 6&lt;sup&gt;th&lt;/sup&gt; Zoanthropes had to compete with hive guards for
  2309. the title of the “ best tyranid anti-tanki unit”. And although they had
  2310. gotten&amp;nbsp; the short end of the stick, the
  2311. new edition brought a new wind of change for these floating&amp;nbsp; central nervous systems.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2312. &lt;div class=&quot;MsoNormal&quot;&gt;
  2313. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2314. &lt;div class=&quot;MsoNormal&quot;&gt;
  2315. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Nowadays, they can serve 2 possible roles:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2316. &lt;div class=&quot;MsoNormal&quot;&gt;
  2317. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2318. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  2319. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -&lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Their
  2320. classic role as an excellent killing machine&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2321. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  2322. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -&lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;The
  2323. role of a buffer/caster&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2324. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;mso-list: l0 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  2325. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2326. &lt;div class=&quot;MsoNormal&quot;&gt;
  2327. &lt;span lang=&quot;EN-US&quot;&gt;In other
  2328. words , zoanthropes can now fill a multitude of roles , in a way that few
  2329. others can. Judging from your opponent’s list , you can now choose either to
  2330. keep their old warp lance/blast , or take 2 of the new powers. This option
  2331. alone makes zoanthropes a&amp;nbsp; juicy choice
  2332. for most lists. However, always keep in mind that they still remain inferior to
  2333. hive guards when it comes to anti-vehicle.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2334. &lt;div class=&quot;MsoNormal&quot;&gt;
  2335. &lt;br /&gt;&lt;/div&gt;
  2336. &lt;div class=&quot;MsoNormal&quot;&gt;
  2337. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Doom of
  2338. Malantai&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2339. &lt;div class=&quot;MsoNormal&quot;&gt;
  2340. &lt;br /&gt;&lt;/div&gt;
  2341. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2342. &lt;a href=&quot;http://wh40k.lexicanum.com/mediawiki/images/thumb/9/9b/Doom_of_Malan&#39;tai_(Artwork).jpg/150px-Doom_of_Malan&#39;tai_(Artwork).jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://wh40k.lexicanum.com/mediawiki/images/thumb/9/9b/Doom_of_Malan&#39;tai_(Artwork).jpg/150px-Doom_of_Malan&#39;tai_(Artwork).jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2343. &lt;div class=&quot;MsoNormal&quot;&gt;
  2344. &lt;span lang=&quot;EN-US&quot;&gt;Yet another
  2345. unit that&amp;nbsp; has seen both a rapid increase
  2346. and decrease in it’s popularity, the DoM once was a standard unit in every
  2347. tyranid list, but after the release of the FAQ’s ( and the fact that it could
  2348. no longer affect units embarked in transports ) meant that the uber- thrope was
  2349. not build to last. Literally. A mind-blowing killing machine that epitomizes
  2350. the “ glass cannon” philosophy, a single lucky lascannon shot could silence it
  2351. forever.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2352. &lt;div class=&quot;MsoNormal&quot;&gt;
  2353. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2354. &lt;div class=&quot;MsoNormal&quot;&gt;
  2355. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;I noticed that most people who go to tournaments
  2356. with tyranid lists tend to bring the might of the DoM to the table. Perhaps it
  2357. is because most&amp;nbsp; players &amp;nbsp;don’t use many transports anymore. Maybe It’s
  2358. because that, for 90 points it’s worth to try taking a risk and throw a DoM
  2359. right in the opponents face&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
  2360. &lt;div class=&quot;MsoNormal&quot;&gt;
  2361. &lt;span lang=&quot;EN-US&quot;&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2362. &lt;div class=&quot;MsoNormal&quot;&gt;
  2363. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The truth is that , nothing really changed
  2364. towards the best for the Doom, except the army lists of players. It is
  2365. still risky to deploy the DoM, but now it is&amp;nbsp;a risk worth taking.&amp;nbsp; I would
  2366. certainly recommend using it, if you don’t mind sparing an Elite slot for it. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2367. &lt;div class=&quot;MsoNormal&quot;&gt;
  2368. &lt;br /&gt;&lt;/div&gt;
  2369. &lt;div class=&quot;MsoNormal&quot;&gt;
  2370. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2371. &lt;div class=&quot;MsoNormal&quot;&gt;
  2372. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2373. &lt;div class=&quot;MsoNormal&quot;&gt;
  2374. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Ymgarl
  2375. Genestealers&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2376. &lt;div class=&quot;MsoNormal&quot;&gt;
  2377. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  2378. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2379. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZKPWXqh9PWOVUuKiByTGJM1wPWwQveK9aRZYNflq8odE45uC8ROozg-txfAVchXKaeTPBefEPAqpz-1ZNMOL868tv0b3t2P2jAvEvNRLS81VRjPWHC0K9e6nZKVV_6TdV6y9R8P4KiFU/s1600/490px-t5eymgarlgenestealers.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZKPWXqh9PWOVUuKiByTGJM1wPWwQveK9aRZYNflq8odE45uC8ROozg-txfAVchXKaeTPBefEPAqpz-1ZNMOL868tv0b3t2P2jAvEvNRLS81VRjPWHC0K9e6nZKVV_6TdV6y9R8P4KiFU/s320/490px-t5eymgarlgenestealers.jpg&quot; width=&quot;217&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2380. &lt;div class=&quot;MsoNormal&quot;&gt;
  2381. &lt;span lang=&quot;EN-US&quot;&gt;Ah, the
  2382. elite genestealers.&amp;nbsp; And with the new
  2383. rule changes, one of the precious few units that can charge right out of
  2384. reserves ( the other two units being Vanguard Veterans, and Zagstruk Stormboys,
  2385. if I am not mistaken ).&amp;nbsp; Under the
  2386. current rules, Ymgarls have become the only kind of genestealer that is worth
  2387. using, and probably the only kind of ‘stealer that will manage to get in melee.
  2388. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2389. &lt;div class=&quot;MsoNormal&quot;&gt;
  2390. &lt;span lang=&quot;EN-US&quot;&gt;Their
  2391. ability to deploy in a piece of terrain and then charge in the same turn is
  2392. invaluable, as it not only offers the ability to reach those units that do most
  2393. damage in the early stages of the game, but they can also act as suicide units,
  2394. giving you the change to move closer to the enemy with the rest of the swarm
  2395. and minimize the number of casualties.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2396. &lt;div class=&quot;MsoNormal&quot;&gt;
  2397. &lt;span lang=&quot;EN-US&quot;&gt;Of course,
  2398. not all is good for Ymgals. Their point cost is still very steep and will
  2399. probably be ill-affordable in most lists. Furthermore, they take up Elite
  2400. slots, which means they have to compete with other, more appealing choices. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2401. &lt;div class=&quot;MsoNormal&quot;&gt;
  2402. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;My advice is that Ymgarls should be considered
  2403. as an option after you include most of the important stuff in your army. For
  2404. example , if you find out that you have 150 points left, Ymgarls could be just
  2405. what your list needs.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2406. &lt;div class=&quot;MsoNormal&quot;&gt;
  2407. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2408. &lt;div class=&quot;MsoNormal&quot;&gt;
  2409. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2410. &lt;div class=&quot;MsoNormal&quot;&gt;
  2411. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;That concludes the second part of this guide. Part 3 coming very soon.&lt;/span&gt;&lt;/div&gt;
  2412. &lt;div class=&quot;MsoNormal&quot;&gt;
  2413. &lt;br /&gt;&lt;/div&gt;
  2414. &lt;div class=&quot;MsoNormal&quot;&gt;
  2415. Stefanos Kapetanakis, out.&lt;/div&gt;
  2416. &lt;/div&gt;
  2417. </description><link>http://amethystxenos.blogspot.com/2013/01/tyranids-in-6th-edition-rebirth-of-swarm.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitCpxGwVbKGQUT1c3vQEM-7TMXGIzFBR0IjJQJp6Pe3stBxM5Gf4ypOZA2faT6_m6XU5PRSDSl8zKe96oEghD2zsORxJl1I39nN5e6ettGbHQZ8SRFOJjJ8PAcquRMZZThrUWMx1MbFek/s72-c/tervigon_artwork.jpg" height="72" width="72"/><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-7206871238687101028</guid><pubDate>Sun, 20 Jan 2013 15:34:00 +0000</pubDate><atom:updated>2013-01-24T22:19:29.839-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Gallery</category><title>Mewtwo Pattern Zoanthropes</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  2418. Hello ladies and gentlemen,&lt;br /&gt;
  2419. &lt;br /&gt;
  2420. &amp;nbsp;The number of posts containing pictures of models are too damn few! Unacceptable! Its time &amp;nbsp;to post some Xenos.&lt;br /&gt;
  2421. &lt;br /&gt;
  2422. &lt;br /&gt;
  2423. &amp;nbsp;So, in this post you can see 2 converted zoanthropes. I was not too fond of the metallic ones because of their tendency to nose dive during the game, resulting in constant damage of the paintjob and in my frustration. Thus, a couple days , a few mg of green stuff and some cutting and gluing later , I came up with these 2 guys:&lt;br /&gt;
  2424. &lt;br /&gt;
  2425. &lt;b&gt;&amp;nbsp;WIP&lt;/b&gt;&lt;br /&gt;
  2426. &lt;br /&gt;
  2427. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2428. &lt;a href=&quot;http://fc08.deviantart.net/fs71/f/2013/015/b/e/mewtwo_pattern_zoanthrope_wip1_by_stefoserpent-d5rl0ge.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc08.deviantart.net/fs71/f/2013/015/b/e/mewtwo_pattern_zoanthrope_wip1_by_stefoserpent-d5rl0ge.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2429. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2430. &lt;a href=&quot;http://fc03.deviantart.net/fs71/f/2013/015/b/3/mewtwo_pattern_zoanthrope_wip2_by_stefoserpent-d5rl0i4.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc03.deviantart.net/fs71/f/2013/015/b/3/mewtwo_pattern_zoanthrope_wip2_by_stefoserpent-d5rl0i4.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2431. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2432. &lt;a href=&quot;http://fc08.deviantart.net/fs71/f/2013/015/2/d/mewtwo_pattern_zoanthrope_wip3_by_stefoserpent-d5rl0jo.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc08.deviantart.net/fs71/f/2013/015/2/d/mewtwo_pattern_zoanthrope_wip3_by_stefoserpent-d5rl0jo.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2433. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2434. &lt;a href=&quot;http://fc05.deviantart.net/fs70/f/2013/015/f/e/mewtwo_pattern_zoanthrope_wip4_by_stefoserpent-d5rl0l6.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;384&quot; src=&quot;http://fc05.deviantart.net/fs70/f/2013/015/f/e/mewtwo_pattern_zoanthrope_wip4_by_stefoserpent-d5rl0l6.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2435. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2436. &lt;a href=&quot;http://fc05.deviantart.net/fs71/f/2013/015/6/e/mewtwo_pattern_zoanthrope_wip5_by_stefoserpent-d5rl0mz.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;384&quot; src=&quot;http://fc05.deviantart.net/fs71/f/2013/015/6/e/mewtwo_pattern_zoanthrope_wip5_by_stefoserpent-d5rl0mz.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2437. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2438. &lt;a href=&quot;http://fc05.deviantart.net/fs70/f/2013/015/0/3/mewtwo_pattern_zoanthrope_wip6_by_stefoserpent-d5rl0om.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://fc05.deviantart.net/fs70/f/2013/015/0/3/mewtwo_pattern_zoanthrope_wip6_by_stefoserpent-d5rl0om.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2439. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2440. &lt;br /&gt;&lt;/div&gt;
  2441. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2442. &lt;br /&gt;&lt;/div&gt;
  2443. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2444. &lt;b&gt;And some pictures of the finished models:&lt;/b&gt;&lt;/div&gt;
  2445. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2446. &lt;br /&gt;&lt;/div&gt;
  2447. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2448. &lt;br /&gt;&lt;/div&gt;
  2449. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2450. &lt;br /&gt;&lt;/div&gt;
  2451. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2452. &lt;br /&gt;&lt;/div&gt;
  2453. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2454. &lt;br /&gt;&lt;/div&gt;
  2455. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2456. &lt;a href=&quot;http://th06.deviantart.net/fs70/PRE/i/2013/015/d/c/mewtwo_patter_zoanthrope_complete1_by_stefoserpent-d5rl14e.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://th06.deviantart.net/fs70/PRE/i/2013/015/d/c/mewtwo_patter_zoanthrope_complete1_by_stefoserpent-d5rl14e.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2457. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2458. &lt;a href=&quot;http://th03.deviantart.net/fs70/PRE/i/2013/015/e/c/mewtwo_patter_zoanthrope_complete2_by_stefoserpent-d5rl15m.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://th03.deviantart.net/fs70/PRE/i/2013/015/e/c/mewtwo_patter_zoanthrope_complete2_by_stefoserpent-d5rl15m.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2459. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2460. &lt;a href=&quot;http://th01.deviantart.net/fs71/PRE/i/2013/015/c/a/mewtwo_patter_zoanthrope_complete4_by_stefoserpent-d5rl18d.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://th01.deviantart.net/fs71/PRE/i/2013/015/c/a/mewtwo_patter_zoanthrope_complete4_by_stefoserpent-d5rl18d.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2461. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2462. &lt;br /&gt;&lt;/div&gt;
  2463. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2464. &lt;a href=&quot;http://th06.deviantart.net/fs70/PRE/i/2013/015/2/f/mewtwo_patter_zoanthrope_complete5_by_stefoserpent-d5rl19z.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://th06.deviantart.net/fs70/PRE/i/2013/015/2/f/mewtwo_patter_zoanthrope_complete5_by_stefoserpent-d5rl19z.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2465. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2466. &lt;br /&gt;&lt;/div&gt;
  2467. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2468. &lt;br /&gt;&lt;/div&gt;
  2469. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2470. &lt;br /&gt;&lt;/div&gt;
  2471. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2472. &lt;br /&gt;&lt;/div&gt;
  2473. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2474. &lt;a href=&quot;http://th02.deviantart.net/fs70/PRE/i/2013/015/1/2/mewtwo_patter_zoanthrope_complete6_by_stefoserpent-d5rl1bj.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://th02.deviantart.net/fs70/PRE/i/2013/015/1/2/mewtwo_patter_zoanthrope_complete6_by_stefoserpent-d5rl1bj.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2475. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2476. &lt;br /&gt;&lt;/div&gt;
  2477. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2478. &lt;br /&gt;&lt;/div&gt;
  2479. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2480. &lt;a href=&quot;http://th05.deviantart.net/fs71/PRE/i/2013/015/1/7/mewtwo_patter_zoanthrope_complete8_by_stefoserpent-d5rl1e1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://th05.deviantart.net/fs71/PRE/i/2013/015/1/7/mewtwo_patter_zoanthrope_complete8_by_stefoserpent-d5rl1e1.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2481. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2482. &lt;a href=&quot;http://th08.deviantart.net/fs70/PRE/i/2013/015/7/9/mewtwo_patter_zoanthrope_complete9_by_stefoserpent-d5rl1f6.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://th08.deviantart.net/fs70/PRE/i/2013/015/7/9/mewtwo_patter_zoanthrope_complete9_by_stefoserpent-d5rl1f6.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2483. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2484. &lt;a href=&quot;http://th02.deviantart.net/fs70/PRE/i/2013/015/9/5/mewtwo_patter_zoanthrope_complete11_by_stefoserpent-d5rl1i2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://th02.deviantart.net/fs70/PRE/i/2013/015/9/5/mewtwo_patter_zoanthrope_complete11_by_stefoserpent-d5rl1i2.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2485. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2486. &lt;br /&gt;&lt;/div&gt;
  2487. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2488. &lt;br /&gt;&lt;/div&gt;
  2489. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2490. &lt;br /&gt;&lt;/div&gt;
  2491. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2492. That&#39;s all for now. Thank you for your time, and you like these models please leave a comment. Any C&amp;amp;C are welcome.&lt;/div&gt;
  2493. &lt;br /&gt;&lt;/div&gt;
  2494. </description><link>http://amethystxenos.blogspot.com/2013/01/mewtwo-pattern-zoanthropes.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-2528445679226180429</guid><pubDate>Sun, 20 Jan 2013 11:51:00 +0000</pubDate><atom:updated>2013-01-24T22:20:24.084-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tyranid Tactica</category><title>Tyranids in 6th Edition: The death of the Hive mind part 1</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  2495. &lt;br /&gt;
  2496. &lt;div class=&quot;MsoNormal&quot;&gt;
  2497. &lt;br /&gt;&lt;/div&gt;
  2498. &lt;div class=&quot;MsoNormal&quot;&gt;
  2499. &lt;br /&gt;&lt;/div&gt;
  2500. &lt;div class=&quot;MsoNormal&quot;&gt;
  2501. &lt;span lang=&quot;EN-US&quot;&gt;Greetings ,
  2502. ladies and gentlemen.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2503. &lt;div class=&quot;MsoNormal&quot;&gt;
  2504. &lt;br /&gt;&lt;/div&gt;
  2505. &lt;div class=&quot;MsoNormal&quot;&gt;
  2506. &lt;span lang=&quot;EN-US&quot;&gt;Since I don’t
  2507. &amp;nbsp;seem to&amp;nbsp;
  2508. be in the mood for studying pathology, I guess it’s time to write a few
  2509. words about the Tyranids and their presence in the 6&lt;sup&gt;th&lt;/sup&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2510. &lt;div class=&quot;MsoNormal&quot;&gt;
  2511. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Every time I go to a tournament and I chat
  2512. with my fellow players and team members , I am always asked the same question: “
  2513. how do you see Tyranids in the new edition? “&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2514. &lt;div class=&quot;MsoNormal&quot;&gt;
  2515. &lt;span lang=&quot;EN-US&quot;&gt;To begin
  2516. with, I will make it clear that Tyranids nowadays are not a good army. I am
  2517. very sorry to say that about my beloved swarm , but since the new rules came out,
  2518. our codex has been struck hard by the nerf bat. &amp;nbsp;Specifically:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2519. &lt;div class=&quot;MsoNormal&quot;&gt;
  2520. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2521. &lt;div class=&quot;MsoNormal&quot;&gt;
  2522. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2523. &lt;div class=&quot;MsoListParagraph&quot;&gt;
  2524. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;COVER
  2525. SAVE AND FNP&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2526. &lt;div class=&quot;MsoListParagraph&quot;&gt;
  2527. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2528. &lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 28.4pt;&quot;&gt;
  2529. &lt;span lang=&quot;EN-US&quot;&gt;With the new edition , cover saves and FNP are
  2530. now rolled on a 5+. &amp;nbsp;Cover save is now
  2531. easier to get but offers less protection overall, which puts a great dent in the
  2532. survivability of our units. When it comes to FNP the new rules bring up a
  2533. rather hot debate about whether or not FNP has improved or not, but &amp;nbsp;I think that while Tyranids are concerned &amp;nbsp;the new change is not beneficial to them.. &amp;nbsp;With the old rules , the entire swarm had a
  2534. nice , 4+ cover save and a 4+ FNP, essentially reducing all incoming ranged
  2535. damage by 75%. Nowadays, not only has the Cover save become 5+, but also the
  2536. FNP roll is worse for us. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2537. &lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 28.4pt;&quot;&gt;
  2538. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2539. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2540. &lt;a href=&quot;http://www.mbaintheusa.com/wp-content/uploads/2008/08/roll-the-dice.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;120&quot; src=&quot;http://www.mbaintheusa.com/wp-content/uploads/2008/08/roll-the-dice.jpg&quot; width=&quot;200&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2541. &lt;div class=&quot;MsoNormal&quot;&gt;
  2542. &lt;span lang=&quot;EN-US&quot;&gt;Comparing
  2543. the 4+/4+ &amp;nbsp;roll with the 5+/5+ roll we
  2544. get the following chart:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2545. &lt;div class=&quot;MsoListParagraph&quot; style=&quot;margin-left: 46.4pt; mso-add-space: auto;&quot;&gt;
  2546. &lt;span lang=&quot;EN-US&quot;&gt;Out of 100 wounds dealt , we get:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2547. &lt;div class=&quot;MsoNormal&quot;&gt;
  2548. &lt;span lang=&quot;EN-US&quot;&gt;&lt;u&gt;5&lt;sup&gt;th&lt;/sup&gt;
  2549. edition ( 4+ cover save , 4+ FNP &lt;/u&gt;)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2550. &lt;div class=&quot;MsoNormal&quot;&gt;
  2551. &lt;span lang=&quot;EN-US&quot;&gt;100 wounds -&amp;gt;
  2552. 50 ( 4+= 50% ) -&amp;gt; 25 ( 4+ = 50%) Casualties&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2553. &lt;div class=&quot;MsoNormal&quot;&gt;
  2554. &lt;span lang=&quot;EN-US&quot;&gt;&lt;u&gt;6&lt;sup&gt;th&lt;/sup&gt;
  2555. edition (5+ cover save, 5+ FNP)&lt;/u&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2556. &lt;div class=&quot;MsoNormal&quot;&gt;
  2557. &lt;span lang=&quot;EN-US&quot;&gt;100 wounds -&amp;gt;
  2558. 66 (5+= 33% ) -&amp;gt; 45 (5+ = 33% ) Casualties&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2559. &lt;div class=&quot;MsoNormal&quot;&gt;
  2560. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2561. &lt;div class=&quot;MsoNormal&quot;&gt;
  2562. &lt;span lang=&quot;EN-US&quot;&gt;Result:
  2563. with the new rules, Tyranids suffer &amp;nbsp;approximately 20% more casualties&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2564. &lt;div class=&quot;MsoNormal&quot;&gt;
  2565. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2566. &lt;div class=&quot;MsoNormal&quot;&gt;
  2567. &lt;span lang=&quot;EN-US&quot;&gt;Still, most
  2568. people will argue that FNP , with the new rules , protects our Monstrous
  2569. Creatures from low AP weaponry such as Lascannons and Multi-meltas. This is
  2570. true indeed, but when you look at the army as a whole, there &amp;nbsp;is done &amp;nbsp;more harm than good .&amp;nbsp; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2571. &lt;div class=&quot;MsoNormal&quot;&gt;
  2572. &lt;span lang=&quot;EN-US&quot;&gt;Also , don’t
  2573. forget that FNP is still nullified when the enemy shot&amp;nbsp; deals Instant Death,&amp;nbsp; which means that T3 models ( termagants and
  2574. hormagants ) which make up the majority of the Tyranid force still lose their
  2575. roll when hit by those weapons that would do most damage to them anyway (
  2576. namely&amp;nbsp; battle cannons and other ordnance
  2577. goodness ).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2578. &lt;div class=&quot;MsoNormal&quot;&gt;
  2579. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;So, when it comes to shooting&amp;nbsp; , from a termagants perspective, FNP is
  2580. outright worse than it was in the previous edition.&amp;nbsp;&amp;nbsp; The only true benefit that Termagants got
  2581. from the new rule is that they are little bit better&amp;nbsp; in melee fighting against power weapons and
  2582. the like.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2583. &lt;div class=&quot;MsoNormal&quot;&gt;
  2584. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2585. &lt;div class=&quot;MsoNormal&quot;&gt;
  2586. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2587. &lt;div class=&quot;MsoNormal&quot;&gt;
  2588. &lt;br /&gt;&lt;/div&gt;
  2589. &lt;div class=&quot;MsoNormal&quot;&gt;
  2590. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;RESERVES&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2591. &lt;div class=&quot;MsoNormal&quot;&gt;
  2592. &lt;br /&gt;&lt;/div&gt;
  2593. &lt;div class=&quot;MsoNormal&quot;&gt;
  2594. &lt;span lang=&quot;EN-US&quot;&gt;Another big
  2595. change and one that&amp;nbsp; affected the
  2596. tyranids dramatically. With the new reserve rules , units that come from
  2597. outflank or infiltrate cannot assault in the turn they enter the table.
  2598. Infiltrators cannot assault in the 1&lt;sup&gt;st&lt;/sup&gt; turn…. Well, allow me to say
  2599. that I am very disappointed that GW chose to take this path with the new
  2600. edition, because ,in my opinion, the new reserve rules took away a very and
  2601. interesting part of the game.&amp;nbsp; The old
  2602. reserve rule were making a game which had a surprise factor , and were interesting
  2603. in so many levels.. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2604. &lt;div class=&quot;MsoNormal&quot;&gt;
  2605. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;As a tyranid player , you could choose whether
  2606. to outflank with your genestealers&amp;nbsp; or
  2607. deploy them via infiltrate. The was a little “ mind game “ with your opponent
  2608. where you tried to outplay him by applying pressure before the game had even
  2609. begun.&amp;nbsp; The opponent had to deploy in a
  2610. way that would prevent you from infiltrating too close to assault and also make
  2611. sure that we would keep a safe distance from outflanking units, and so on.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2612. &lt;div class=&quot;MsoNormal&quot;&gt;
  2613. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;For me, this was my favorite part of the game,
  2614. and was one of the most important rules that our codex was built upon.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2615. &lt;div class=&quot;MsoNormal&quot;&gt;
  2616. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;However , in the 6&lt;sup&gt;th&lt;/sup&gt; edition all of
  2617. this fun is lost. GW considered that their players should not be concerned with
  2618. clever deployments but should rather spent 20 euros for a stupid wall with a
  2619. gun and hide their models behind it. Our genestealers are now dead , as there
  2620. is simply no effective way to use them. They will probably get shot to pieces
  2621. and their remaining roles are performed better by Hormagaunts anyway.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2622. &lt;div class=&quot;MsoNormal&quot;&gt;
  2623. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2624. &lt;div class=&quot;MsoNormal&quot;&gt;
  2625. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2626. &lt;div class=&quot;MsoNormal&quot;&gt;
  2627. &lt;br /&gt;&lt;/div&gt;
  2628. &lt;div class=&quot;MsoNormal&quot;&gt;
  2629. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;FLYERS&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2630. &lt;div class=&quot;MsoNormal&quot;&gt;
  2631. &lt;br /&gt;&lt;/div&gt;
  2632. &lt;div class=&quot;MsoNormal&quot;&gt;
  2633. &lt;span lang=&quot;EN-US&quot;&gt;This is
  2634. another field where our codex has little presence.&amp;nbsp; As I have already said in previous posts ,
  2635. flyers are the “ new shit “ of&amp;nbsp; 6&lt;sup&gt;th&lt;/sup&gt;
  2636. edition.&amp;nbsp; Every player should gear his
  2637. list to be effective against them , and every player should some of them. The
  2638. best 6&lt;sup&gt;th&lt;/sup&gt; edition lists include flyer spam ( Necron flying breakfast
  2639. anyone? ) and those armies who cant counter them effectively are automatically
  2640. banished to &amp;nbsp;the “ low tier” armies list.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2641. &lt;div class=&quot;MsoNormal&quot;&gt;
  2642. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Unfortunately, Tyranids have a big issue with
  2643. flyers.&amp;nbsp; First of all, we don’t have any “
  2644. flyers” of our own. Our only option of aerial combat are Flying Tyranids , and
  2645. the Harpies..&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2646. &lt;div class=&quot;MsoNormal&quot;&gt;
  2647. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2648. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2649. &lt;a href=&quot;http://i324.photobucket.com/albums/k345/reaper2257/Tyranids/Godzilla_Army_Flying_Tyrant_7.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://i324.photobucket.com/albums/k345/reaper2257/Tyranids/Godzilla_Army_Flying_Tyrant_7.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2650. &lt;div class=&quot;MsoNormal&quot;&gt;
  2651. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The Flyrants are not bad. They are very costly
  2652. though, but can bring some decent fire power ( with quad-devourers) and still
  2653. be effective in close combat. Still, they lack powerful anti-flyer weaponry and
  2654. it is much easier for your opponent to kill them. All in all , you should
  2655. always spend those 260 points on a Flyrant, but there can be no comparison between
  2656. those 260 points that an IG player plays for 2 Vendettas.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2657. &lt;div class=&quot;MsoNormal&quot;&gt;
  2658. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2659. &lt;div class=&quot;MsoNormal&quot;&gt;
  2660. &lt;span lang=&quot;EN-US&quot;&gt;Harpies ,
  2661. on the other hand are a joke.&amp;nbsp; They are
  2662. expensive , weak and can only do some mediocre damage against infantry.&amp;nbsp; Forget their name and invest in Flyrants.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2663. &lt;div class=&quot;MsoNormal&quot;&gt;
  2664. &lt;br /&gt;&lt;/div&gt;
  2665. &lt;div class=&quot;MsoNormal&quot;&gt;
  2666. &lt;span lang=&quot;EN-US&quot;&gt;So….. yes ,
  2667. Flyers… how do we deal with them as Tyranid players?&lt;/span&gt;&lt;/div&gt;
  2668. &lt;div class=&quot;MsoNormal&quot;&gt;
  2669. &lt;br /&gt;&lt;/div&gt;
  2670. &lt;div class=&quot;MsoNormal&quot;&gt;
  2671. Answer- We don’t.&amp;nbsp; Tyranids don’t have access to Flyers. We don’t
  2672. have access to Quad- Guns and Icarus Lascannons. We don’t get many
  2673. twin-linked rolls ( and if we do, we have to play many, many points for them
  2674. ).&amp;nbsp; We don’t get divination ( nope , even
  2675. less chances against flyers ) and we don’t &amp;nbsp;get allies… So ,&amp;nbsp; our best bet are lucky shots from the Hive
  2676. Guards or hoping that a Flyrant may save the day.&lt;/div&gt;
  2677. &lt;div class=&quot;MsoNormal&quot;&gt;
  2678. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2679. &lt;div class=&quot;MsoNormal&quot;&gt;
  2680. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2681. &lt;div class=&quot;MsoNormal&quot;&gt;
  2682. &lt;br /&gt;&lt;/div&gt;
  2683. &lt;div class=&quot;MsoNormal&quot;&gt;
  2684. &lt;b&gt;ASSAULT MOVES&lt;/b&gt;&lt;/div&gt;
  2685. &lt;div class=&quot;MsoNormal&quot;&gt;
  2686. &lt;br /&gt;&lt;/div&gt;
  2687. &lt;div class=&quot;MsoNormal&quot;&gt;
  2688. &lt;span lang=&quot;EN-US&quot;&gt;This is a
  2689. part where Tyranids actually got some sort of bonus.&amp;nbsp; Random charge length is not bad for Tyranids
  2690. since most of our units have the Fleet rule. Rolling 2 dice , keeping the
  2691. satisfying one and re-rolling the other? Nice! In essence , we got better in
  2692. our assault moves.&amp;nbsp; A minor improvement
  2693. when compared to the previous edition , but an improvement nonetheless.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2694. &lt;div class=&quot;MsoNormal&quot;&gt;
  2695. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2696. &lt;div class=&quot;MsoNormal&quot;&gt;
  2697. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2698. &lt;div class=&quot;MsoNormal&quot;&gt;
  2699. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;FEARLESS&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2700. &lt;div class=&quot;MsoNormal&quot;&gt;
  2701. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  2702. &lt;div class=&quot;MsoNormal&quot;&gt;
  2703. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  2704. &lt;div class=&quot;MsoNormal&quot;&gt;
  2705. &lt;span lang=&quot;EN-US&quot;&gt;There you
  2706. have it. GW new gift to the Tyranid race, fearless is the best thing that ever
  2707. happened to tyranids&amp;nbsp; since we got&amp;nbsp; the Tyrannofex model.&amp;nbsp; There is not much to say here , fearless
  2708. makes gaunts somewhat decent in close combat, but not in a way that can turn
  2709. the battle in our favor. Instead , combined with the rest of our nerfed special
  2710. rules , fearless makes sure that if we lose a melee battle , it will slow down
  2711. the enemy enough for a possible next wave of&amp;nbsp;
  2712. termagaunts to finish them. It is a good rule but not a lifesaver.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2713. &lt;div class=&quot;MsoNormal&quot;&gt;
  2714. &lt;br /&gt;&lt;/div&gt;
  2715. &lt;div class=&quot;MsoNormal&quot;&gt;
  2716. &lt;span lang=&quot;EN-US&quot;&gt;When all is
  2717. said and done , Tyranids have become weaker.&amp;nbsp;
  2718. As described above , the new rules are not in our favor and the new,
  2719. shifting metagame makes a hostile environment in which our little beasts can
  2720. hardly adapt. However ,&amp;nbsp; in my personal
  2721. opinion , Tyranids have become ineffective for a much more simple reason:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2722. &lt;div class=&quot;MsoNormal&quot;&gt;
  2723. &lt;span lang=&quot;EN-US&quot;&gt;Tyranids
  2724. have lost their synergy.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2725. &lt;div class=&quot;MsoNormal&quot;&gt;
  2726. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2727. &lt;div class=&quot;MsoNormal&quot;&gt;
  2728. &lt;span lang=&quot;EN-US&quot;&gt;I have
  2729. explained it in an&amp;nbsp;&lt;a href=&quot;http://amethystxenos.blogspot.gr/2012/03/greetings-of-all-i-apologize-for-taking.html&quot;&gt;older post&lt;/a&gt; that our current codex is based on the synergy between its many units. &amp;nbsp;None of our units is an insane killing machine
  2730. , none of our units has incredible survivability , but instead, the codex
  2731. suggest a force in which every unit is supported by another unit ,and in turn
  2732. supports a third. For example,&amp;nbsp; a
  2733. tervigon&amp;nbsp; supports a unit of termagants
  2734. which in turn provide support for raveners or genestealers , and all 3 units
  2735. together become effective. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2736. &lt;div class=&quot;MsoNormal&quot;&gt;
  2737. &lt;br /&gt;&lt;/div&gt;
  2738. &lt;div class=&quot;MsoNormal&quot;&gt;
  2739. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Unfortunately, this method of playing in our
  2740. current codex was so hardwired to the 5&lt;sup&gt;th&lt;/sup&gt; edition mechanics&amp;nbsp; that can do very little now. The new rules
  2741. simply cannot support our codex and this is why I believe that the Tyranids
  2742. need a whole new codex.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2743. &lt;div class=&quot;MsoNormal&quot;&gt;
  2744. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2745. &lt;div class=&quot;MsoNormal&quot;&gt;
  2746. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;If you are a new Tyranid player , I do not wish to disappoint you, but you must know that you picked an army that is really hard to play, and even harder to be played in a way that will satisfy you.&amp;nbsp; As is the case with Space Marine and Dark Eldar players , our codices are outmatched by others. I certainly hope that GW will do something to balance everything and give a chance to Tyranid players to make a powerful comeback.&lt;/span&gt;&lt;/div&gt;
  2747. &lt;div class=&quot;MsoNormal&quot;&gt;
  2748. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2749. &lt;div class=&quot;MsoNormal&quot;&gt;
  2750. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos Kapetanakis, out.&lt;/span&gt;&lt;/div&gt;
  2751. &lt;div class=&quot;MsoNormal&quot;&gt;
  2752. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2753. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2754. &lt;a href=&quot;http://images3.wikia.nocookie.net/__cb20111004162032/warhammer40k/images/6/6f/Hive_Tyrant_-_Hive_Fleet_Behemoth.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;http://images3.wikia.nocookie.net/__cb20111004162032/warhammer40k/images/6/6f/Hive_Tyrant_-_Hive_Fleet_Behemoth.jpg&quot; width=&quot;465&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  2755. &lt;div class=&quot;MsoNormal&quot;&gt;
  2756. &lt;br /&gt;&lt;/div&gt;
  2757. &lt;/div&gt;
  2758. </description><link>http://amethystxenos.blogspot.com/2013/01/tyranids-in-6th-edition-death-of-hive.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://i324.photobucket.com/albums/k345/reaper2257/Tyranids/th_Godzilla_Army_Flying_Tyrant_7.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-3176389504479618758</guid><pubDate>Wed, 03 Oct 2012 18:29:00 +0000</pubDate><atom:updated>2013-01-24T22:38:52.968-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Misc.</category><title>The Impact of Randomness</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  2759. &lt;br /&gt;
  2760. &lt;div class=&quot;MsoNormal&quot;&gt;
  2761. &lt;span lang=&quot;EN-US&quot;&gt;Hello
  2762. people,&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2763. &lt;div class=&quot;MsoNormal&quot;&gt;
  2764. &lt;br /&gt;&lt;/div&gt;
  2765. &lt;div class=&quot;MsoNormal&quot;&gt;
  2766. &lt;span lang=&quot;EN-US&quot;&gt;Today I am
  2767. posting an article , somewhat different from what has been posted until
  2768. now.&amp;nbsp; The difference comes from the
  2769. credibility and/or objectivity of the following statement:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2770. &lt;div class=&quot;MsoNormal&quot;&gt;
  2771. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2772. &lt;div class=&quot;MsoNormal&quot;&gt;
  2773. &lt;b&gt;&lt;span style=&quot;color: #3d85c6;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;The new
  2774. edition is degrading the competitive sid&lt;/span&gt;e of 40k by introducing progressively
  2775. the prevalence of randomness.&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
  2776. &lt;div class=&quot;MsoNormal&quot;&gt;
  2777. &lt;br /&gt;&lt;/div&gt;
  2778. &lt;div class=&quot;MsoNormal&quot;&gt;
  2779. &lt;span lang=&quot;EN-US&quot;&gt;Of course ,
  2780. this is just a hypothesis , and many people can easily say that a good player
  2781. should rely little on the tides of luck. However, after playing a couple of
  2782. games , I think that most people will realize that now,&amp;nbsp; there are more random things than what we were
  2783. used to.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2784. &lt;div class=&quot;MsoNormal&quot;&gt;
  2785. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2786. &lt;div class=&quot;MsoNormal&quot;&gt;
  2787. &lt;span lang=&quot;EN-US&quot;&gt;First of
  2788. all, we now have the random psychic powers (henceforth p.p.) &amp;nbsp;from the main rulebook. These new powers are,
  2789. for the most part, better that their older Codex counterparts. For example ,
  2790. Tyranids have the Catalyst p.p. that bestows the FNP rule upon a unit. The BRB
  2791. has the Endurance p.p. which gives FNP+ Relentless+ IWND. The BRB p.p. is
  2792. obviously much, much better but you have to risk the chance of getting it or not, or bring many
  2793. psykers to the table.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2794. &lt;div class=&quot;MsoNormal&quot;&gt;
  2795. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2796. &lt;div class=&quot;MsoNormal&quot;&gt;
  2797. &lt;span lang=&quot;EN-US&quot;&gt;Furthermore,
  2798. the introduction of random charge distance had a tremendous impact on most
  2799. melee&amp;nbsp; units and armies.&amp;nbsp; It does not only make it harder for a unit to
  2800. get stuck into combat ( which gets even worse when you take into account the
  2801. enemy Overwatch ) , but&amp;nbsp; it is also
  2802. rendering obsolete the most fundamental idea of c.c. armies :&amp;nbsp; “ &lt;u&gt;my force will suffer casualties for the
  2803. first 2 or 3 turns but then they will certainly pay off by engaging in combat&lt;/u&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  2804. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2805. &lt;div class=&quot;MsoNormal&quot;&gt;
  2806. &lt;a href=&quot;http://www.jelldragon.com/images/bone_dice.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;192&quot; src=&quot;http://www.jelldragon.com/images/bone_dice.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2807. &lt;div class=&quot;MsoNormal&quot;&gt;
  2808. &lt;span lang=&quot;EN-US&quot;&gt;In the new
  2809. metagame, a close combat unit relies on its mobility, or Fleet in order to take
  2810. minimum risk when charging. In case a unit misses its charge it will probably
  2811. get shot to death, or the enemy will retreat and run. So , that change is
  2812. making the assault phase the one most dependent on chance.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2813. &lt;div class=&quot;MsoNormal&quot;&gt;
  2814. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2815. &lt;div class=&quot;MsoNormal&quot;&gt;
  2816. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2817. &lt;div class=&quot;MsoNormal&quot;&gt;
  2818. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2819. &lt;div class=&quot;MsoNormal&quot;&gt;
  2820. In addition
  2821. to this, more random elements have made their appearance into our game.
  2822. Mysterious Objectives , Mysterious Terrains , Random Artifacts , Warlord Traits….
  2823. they all seem to serve as a simple, fluffy addition to the main rules that can
  2824. result in a more pleasant game with little surprises that may come along. On
  2825. the contrary, when viewed through the spectrum of competitive gaming , these
  2826. impish new features can cause headache and confusion.&amp;nbsp; I think there is no need to analyse that
  2827. further because &amp;nbsp;I already see that most
  2828. people don’t use any of these rules in their games anyway, and I strongly
  2829. believe that in the near future it will become &amp;nbsp;commonplace to ignore these rules completely.&lt;/div&gt;
  2830. &lt;div class=&quot;MsoNormal&quot;&gt;
  2831. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2832. &lt;div class=&quot;MsoNormal&quot;&gt;
  2833. &lt;br /&gt;&lt;/div&gt;
  2834. &lt;div class=&quot;MsoNormal&quot;&gt;
  2835. &lt;span lang=&quot;EN-US&quot;&gt;In case you
  2836. don’t &amp;nbsp;find this article convincing , I
  2837. will explain further why the new “random rules “ should raise a few eyebrows
  2838. among the gaming community.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2839. &lt;div class=&quot;MsoNormal&quot;&gt;
  2840. &lt;br /&gt;&lt;/div&gt;
  2841. &lt;div class=&quot;MsoNormal&quot;&gt;
  2842. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Personally, I play 40k since the era of 4&lt;sup&gt;th
  2843. &lt;/sup&gt;edition. Back then , the game used to be much more rigid and objective (
  2844. or at least , that is the way I remember it ). There were very little parts of
  2845. the game that had to do with luck ( except for the regular dice rolls ).There
  2846. was no “ What you see is what you get” because buildings and terrains had the “
  2847. level “ system that used to be a definite answer whether you can see a model or
  2848. not. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  2849. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2850. &lt;div class=&quot;MsoNormal&quot;&gt;
  2851. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivW9n96lwaqCJGHKOOGYDaI0dXVGbbXN92e_20VKRwHS9TPsLZPWSPJ-eED_Wj3BLHvKqeTPW2Uw9Ryw8X_SDKIf-H7Ma_yeNOCyfpqnLN11mBp-jwsoBepoE3mLOctWnv7JMANtz1Td0/s1600/PB194501.JPG&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivW9n96lwaqCJGHKOOGYDaI0dXVGbbXN92e_20VKRwHS9TPsLZPWSPJ-eED_Wj3BLHvKqeTPW2Uw9Ryw8X_SDKIf-H7Ma_yeNOCyfpqnLN11mBp-jwsoBepoE3mLOctWnv7JMANtz1Td0/s400/PB194501.JPG&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;In 5&lt;sup&gt;th&lt;/sup&gt; edition , WYSIWYG&amp;nbsp; made quite a good impression at first
  2852. (because people thought that it would make the game more realistic). But after
  2853. a while, some smart-ass guys appeared , with models assembled and converted in
  2854. a way that would give them a gaming advantage and even later , when people
  2855. really got the hang of it, there were other people who would spend 15 minutes
  2856. to deploy their Psyfleman dreadnought in a way that would provide the walker with
  2857. cover, but not its target.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2858. &lt;div class=&quot;MsoNormal&quot;&gt;
  2859. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;However, people got used to it, after a while.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2860. &lt;div class=&quot;MsoNormal&quot;&gt;
  2861. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2862. &lt;div class=&quot;MsoNormal&quot;&gt;
  2863. &lt;span lang=&quot;EN-US&quot;&gt;Today , in
  2864. the early days of 6&lt;sup&gt;th&lt;/sup&gt; edition, there is a wide array of new
  2865. additions that come with the idea that “ it will make the game more realistic”.
  2866. This time it is not a matter of “ model view” but is an attempt to actually
  2867. give a new aspect to the game.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2868. &lt;div class=&quot;MsoNormal&quot;&gt;
  2869. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2870. &lt;div class=&quot;MsoNormal&quot;&gt;
  2871. &lt;span lang=&quot;EN-US&quot;&gt;And thus we
  2872. reach the quintessence of this whole argument: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2873. &lt;div class=&quot;MsoNormal&quot;&gt;
  2874. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2875. &lt;div class=&quot;MsoNormal&quot;&gt;
  2876. &lt;span style=&quot;color: #3d85c6;&quot;&gt;Should the
  2877. game become more realistic by adding elements that depend on chance?&lt;/span&gt;&lt;/div&gt;
  2878. &lt;div class=&quot;MsoNormal&quot;&gt;
  2879. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2880. &lt;div class=&quot;MsoNormal&quot;&gt;
  2881. &lt;span lang=&quot;EN-US&quot;&gt;The idea
  2882. that a realistic game should be more fun is something that the gaming community
  2883. always wanted. Most players would say that they would like to play a tabletop
  2884. game that is a most precise simulation of what a large scale sci-fi battle
  2885. would look like. This idea ,combined with the enthusiasm that accompanies films
  2886. or videogames , is creating the impression that a tabletop game should be as
  2887. detailed and complex as possible.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2888. &lt;div class=&quot;MsoNormal&quot;&gt;
  2889. &lt;span lang=&quot;EN-US&quot;&gt;However ,
  2890. the main disadvantage of such ideas is obvious. The game is becoming more and
  2891. more complex , time consuming and harder to learn and getting accustomed to it.&lt;/span&gt;&lt;/div&gt;
  2892. &lt;div class=&quot;MsoNormal&quot;&gt;
  2893. &lt;span lang=&quot;EN-US&quot;&gt;For young
  2894. players, this means that they it will probably be easier for them to get introduced
  2895. to a tabletop game full of fun elements , but actually it will be harder for
  2896. them to stay in the hobby.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2897. &lt;div class=&quot;MsoNormal&quot;&gt;
  2898. &lt;span lang=&quot;EN-US&quot;&gt;For more
  2899. experienced players who only play for their enjoyment, this means that they
  2900. will probably spend their afternoon playing a fun game that resembles real life,
  2901. but will also take more time to get done with.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2902. &lt;div class=&quot;MsoNormal&quot;&gt;
  2903. &lt;span lang=&quot;EN-US&quot;&gt;And
  2904. finally, for the experienced players , complex rules also result in a game that
  2905. takes more time to play, but also in a metagame that requires more effort for a
  2906. good player to remain competitive. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2907. &lt;div class=&quot;MsoNormal&quot;&gt;
  2908. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2909. &lt;div class=&quot;MsoNormal&quot;&gt;
  2910. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;My personal belief is that a good player
  2911. should have a specific view of the battlefield and a specific way to respond to
  2912. any situation that may occur. This profile is the direct result of not only accumulated
  2913. &amp;nbsp;experience, but also of a deeper understanding
  2914. of the game itself. Much like professional chess players see their game as a
  2915. finite result of moves and tactics, a competitive 40k player sees his game as a
  2916. finite complex of movement distances , proper deployment and prediction.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2917. &lt;div class=&quot;MsoNormal&quot;&gt;
  2918. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2919. &lt;div class=&quot;MsoNormal&quot;&gt;
  2920. &lt;a href=&quot;http://chessonline.eu/wp-content/uploads/2011/12/chess.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://chessonline.eu/wp-content/uploads/2011/12/chess.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;However ,
  2921. when the game becomes more complex, and there are more things determined from a
  2922. dice roll, then it gets progressively harder for a player to calculate all the
  2923. possible scenarios. Of course a good player should rarely take luck into
  2924. consideration, but he should definitely be fully aware of it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2925. &lt;div class=&quot;MsoNormal&quot;&gt;
  2926. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2927. &lt;div class=&quot;MsoNormal&quot;&gt;
  2928. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2929. &lt;div class=&quot;MsoNormal&quot;&gt;
  2930. &lt;span lang=&quot;EN-US&quot;&gt;&lt;u&gt;And to
  2931. finally put an end to my seemingly pointless ranting:&lt;/u&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2932. &lt;div class=&quot;MsoNormal&quot;&gt;
  2933. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2934. &lt;div class=&quot;MsoNormal&quot;&gt;
  2935. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2936. &lt;div class=&quot;MsoNormal&quot;&gt;
  2937. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2938. &lt;div class=&quot;MsoNormal&quot;&gt;
  2939. &lt;span lang=&quot;EN-US&quot;&gt;All things
  2940. considered, anyone can say that despite the new random rules, most of them can
  2941. either be ignored completely, or do not affect the game in such a great degree
  2942. as this article would suggest. I am fully aware of it. Nonetheless, I can’t
  2943. help it but point out that this could be just the tip of the iceberg. I am afraid
  2944. that&amp;nbsp; GW is making their rules more and
  2945. more based on randomness. And even if you now think that all this article is
  2946. about a harmless new feature of the game, what would you say if I told that GW
  2947. actually wants to undermine the prevalence of the competitive aspect of our
  2948. game, in favor of&amp;nbsp; a more plain and
  2949. accessible way of gaming?&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2950. &lt;div class=&quot;MsoNormal&quot;&gt;
  2951. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  2952. &lt;div class=&quot;MsoNormal&quot;&gt;
  2953. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos Kapetanakis, out.&lt;/span&gt;&lt;/div&gt;
  2954. &lt;/div&gt;
  2955. </description><link>http://amethystxenos.blogspot.com/2012/10/the-impact-of-randomness.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivW9n96lwaqCJGHKOOGYDaI0dXVGbbXN92e_20VKRwHS9TPsLZPWSPJ-eED_Wj3BLHvKqeTPW2Uw9Ryw8X_SDKIf-H7Ma_yeNOCyfpqnLN11mBp-jwsoBepoE3mLOctWnv7JMANtz1Td0/s72-c/PB194501.JPG" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-2679346649885644876</guid><pubDate>Thu, 27 Sep 2012 22:50:00 +0000</pubDate><atom:updated>2013-01-24T22:39:21.892-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tactica</category><title>First official taste of 6th Edition metagame</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  2956. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  2957. &lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/dAMZPK1uZO0?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
  2958. &lt;br /&gt;
  2959. Greetings gentlemen,&lt;br /&gt;
  2960. &lt;br /&gt;
  2961. &lt;br /&gt;
  2962. &lt;div class=&quot;MsoNormal&quot;&gt;
  2963. &lt;span lang=&quot;EN-US&quot;&gt;my posting
  2964. rate on this blog is as slow as ever and my response similarly delayed. But I
  2965. assure you, I do this in order to make sure that the content you read
  2966. maintaints some quality. Recently, I participated in the 1st greek tournament
  2967. after the release of 6th edition, and I believe I got quite a good taste of how
  2968. the new metagame looks like. Of course I would like to share this with you.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2969. &lt;div class=&quot;MsoNormal&quot;&gt;
  2970. &lt;br /&gt;&lt;/div&gt;
  2971. &lt;div class=&quot;MsoNormal&quot;&gt;
  2972. &lt;span lang=&quot;EN-US&quot;&gt;So, the
  2973. tournament was titled “Anvil of Heroes” , it took place in a fairly new gaming
  2974. club called “&lt;a href=&quot;http://www.wargamer.gr/&quot;&gt;Legion Wargaming Club&lt;/a&gt;”. 24 Players attended the tournament, with some of the “well
  2975. known” players of our community being there.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2976. &lt;div class=&quot;MsoNormal&quot;&gt;
  2977. &lt;span lang=&quot;EN-US&quot;&gt;This post
  2978. will not be about me or my performance in this tournament, but&amp;nbsp; just&amp;nbsp; for
  2979. those who&amp;nbsp; are interested, I will include
  2980. my list at the end of the post.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2981. &lt;div class=&quot;MsoNormal&quot;&gt;
  2982. &lt;br /&gt;&lt;/div&gt;
  2983. &lt;div class=&quot;MsoNormal&quot;&gt;
  2984. &lt;span lang=&quot;EN-US&quot;&gt;To begin
  2985. with,&amp;nbsp; compared to 5&lt;sup&gt;th&lt;/sup&gt; edition
  2986. era, there were few GK players…actually, only 1, which used henchmen instead of
  2987. regular GK marines…ouch..&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2988. &lt;div class=&quot;MsoNormal&quot;&gt;
  2989. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Actually, there were people representating
  2990. most armies ( I saw a tyranid player, SoB , SM all kinds of stuff ) which was very
  2991. interesting. However, most people used Necrons and IG..which of course, was to
  2992. be expected , and for a good reason.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  2993. &lt;div class=&quot;MsoNormal&quot;&gt;
  2994. &lt;br /&gt;&lt;/div&gt;
  2995. &lt;div class=&quot;MsoNormal&quot;&gt;
  2996. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; I will be very straightforward:
  2997. at this moment ,the current 40k metagame insists that the only true winning
  2998. armies/lists come from those two codexes. Each of them has its own flavor that
  2999. makes it good and unique and is also set apart from the rest because of that.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3000. &lt;div class=&quot;MsoNormal&quot;&gt;
  3001. &lt;br /&gt;&lt;/div&gt;
  3002. &lt;div class=&quot;MsoNormal&quot;&gt;
  3003. &lt;span lang=&quot;EN-US&quot;&gt;I will
  3004. start from the Necrons. My 1&lt;sup&gt;st&lt;/sup&gt; match was against the Necron player
  3005. who later won the tournament. He used a very flyer-heavy necron list, with 5
  3006. Nightscythes and two Doomscythes ,as well as some very cheap Ork allies ( a
  3007. bare big mek and 20 gretchins )&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3008. &lt;div class=&quot;MsoNormal&quot;&gt;
  3009. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3010. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  3011. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-wo4cUKPYqautRnsVDT4p4weEO76fAGFufoZxG3eSRTF0ZhutoxNcG0vkVnC9TefxPYHkN7xPSi9qqOp3bTHppPQO0HjqkxF1kuKAUNxbzWu9p0CfXfqdqP9vu1W2igg8xtHp0jIUCLg/s1600/NightScythe_side.JPG&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-wo4cUKPYqautRnsVDT4p4weEO76fAGFufoZxG3eSRTF0ZhutoxNcG0vkVnC9TefxPYHkN7xPSi9qqOp3bTHppPQO0HjqkxF1kuKAUNxbzWu9p0CfXfqdqP9vu1W2igg8xtHp0jIUCLg/s400/NightScythe_side.JPG&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  3012. &lt;div class=&quot;MsoNormal&quot;&gt;
  3013. &lt;span lang=&quot;EN-US&quot;&gt;This list
  3014. proved to be very, very effective under the current conditions. I got tabled by
  3015. turn 4, got a bit mad during the game and even made some grave mistakes.
  3016. Overall the list is very well balanced although it is extreme by nature. What I
  3017. mean by that is , this list , although being flyer-heavy has enough ground
  3018. force to secure objectives, as well as prohibiting&amp;nbsp; the enemy from killing all ground stuff
  3019. before the croissants pour in.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3020. &lt;div class=&quot;MsoNormal&quot;&gt;
  3021. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3022. &lt;div class=&quot;MsoNormal&quot;&gt;
  3023. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3024. &lt;div class=&quot;MsoNormal&quot;&gt;
  3025. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3026. &lt;div class=&quot;MsoNormal&quot;&gt;
  3027. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3028. &lt;div class=&quot;MsoNormal&quot;&gt;
  3029. &lt;span lang=&quot;EN-US&quot;&gt;However,
  3030. the true power if this list lies in its flyers. The Doom Scythe , and most
  3031. importantly , the Night Scythe. Let’s examine this unit and compare it to the
  3032. rest of the flyers out there.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3033. &lt;div class=&quot;MsoNormal&quot;&gt;
  3034. &lt;span lang=&quot;EN-US&quot;&gt;First of
  3035. all , it is a dedicated transport, meaning that you can spam it alongside other
  3036. usefull troops and , for a mere 100 points it is a truly imbalanced bargain.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3037. &lt;div class=&quot;MsoNormal&quot;&gt;
  3038. &lt;span lang=&quot;EN-US&quot;&gt;It is an AV
  3039. 11 all-around vehicle with 3 hull points that ignores Crew Stun&amp;amp; Shaken
  3040. rather easily ( on a 2+ and 4+ roll respectively , due to its Living Metal
  3041. rule)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3042. &lt;div class=&quot;MsoNormal&quot;&gt;
  3043. &lt;span lang=&quot;EN-US&quot;&gt;It has a
  3044. str7 heavy 4 weapon , twin-linked with the tesla rule. The only weapon in the
  3045. game that rolls 4 dices and can pass 6 wounds. It is great&amp;nbsp; against everything and you can also use it in
  3046. great numbers! &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3047. &lt;div class=&quot;MsoNormal&quot;&gt;
  3048. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The whole thing gets even more
  3049. ridiculous when you compare the Night Scythe with the rest of the flyers in the
  3050. game. I wont bother you with the details , but the Night Scythe stands as the
  3051. best 100 points you can spend for a model.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3052. &lt;div class=&quot;MsoNormal&quot;&gt;
  3053. &lt;span lang=&quot;EN-US&quot;&gt;Oh the
  3054. other hand, GW seems to be really fond of the necron codex , and specifically,
  3055. with the Deathmark Unit.. this is why this unit gets boosts after boosts with
  3056. every single FAQ. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3057. &lt;div class=&quot;MsoNormal&quot;&gt;
  3058. &lt;span lang=&quot;EN-US&quot;&gt;Yes, it was
  3059. rapid fire weapons with both the rending and Precision shot rules. Yes it chooses
  3060. a unit when it deploys and wounds it on a 2+, , …. And yes, this ability is
  3061. shared with any IC that enters the unit… even cryptecs… I close my care here
  3062. and leave the rest up to you.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3063. &lt;div class=&quot;MsoNormal&quot;&gt;
  3064. &lt;span lang=&quot;EN-US&quot;&gt;If you don’t
  3065. play Necrons , perhaps you should consider to do so, and if you don’t want to
  3066. you should tune you list and make it able to be a little more efficient against
  3067. them.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3068. &lt;div class=&quot;MsoNormal&quot;&gt;
  3069. &lt;br /&gt;&lt;/div&gt;
  3070. &lt;div class=&quot;MsoNormal&quot;&gt;
  3071. &lt;span lang=&quot;EN-US&quot;&gt;And now , I
  3072. will move on to IG. Well , I believe that there is no reason to explain why the
  3073. Guard has always been a blessed race… I struggle to remember a day when a
  3074. played could say the following “ My IG suck hard! I will sell them and buy Tau
  3075. istead!”. And this is of course , because they have always been a top-tier army
  3076. , and they remain to be in the dark days of 6&lt;sup&gt;th&lt;/sup&gt; edition.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3077. &lt;div class=&quot;MsoNormal&quot;&gt;
  3078. &lt;br /&gt;&lt;/div&gt;
  3079. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  3080. &lt;a href=&quot;http://www.dakkadakka.com/s/i/at/2009/8/28/c556f55be6bd6c1c1498829c27b10606_3309.jpg__thumb&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://www.dakkadakka.com/s/i/at/2009/8/28/c556f55be6bd6c1c1498829c27b10606_3309.jpg__thumb&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  3081. &lt;div class=&quot;MsoNormal&quot;&gt;
  3082. &lt;span lang=&quot;EN-US&quot;&gt;Not only
  3083. they have the second best flyer available , but they are very versatile when it
  3084. comes to allies! They happen to be , the only army who can abuse Prescience
  3085. with a bulk of firepower. This well known big, 50 man-strong platoon with the
  3086. 15 autocannons hidden in it now can make it’s weapons twin-linked against
  3087. everything! They can reroll their close combat attacks ( although I don’t know
  3088. if even this can make them tough enough to survive an impact from a melee
  3089. specialist). Just add in a cheap BA or SW librarian and enjoy the incredible
  3090. number of dice you get to roll. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3091. &lt;div class=&quot;MsoNormal&quot;&gt;
  3092. &lt;span lang=&quot;EN-US&quot;&gt;Furthermore,
  3093. things get even better for IG because of the new barrage weapon mechanics.
  3094. Another good reason to remove the dust from the old Basilisk and perhaps invest
  3095. in a Mandicore or a Medusa. Because now , Barrage are almost 100% better against
  3096. armor and a fair deal more accurate when they fire.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3097. &lt;div class=&quot;MsoNormal&quot;&gt;
  3098. &lt;span lang=&quot;EN-US&quot;&gt;Finally, Vendettas
  3099. are excellent flyers ,and real cheap too. 12 armor is very tough for flyers,
  3100. and its 3 twin-linked lascannons can almost guarantee a vehicle wreck every
  3101. turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3102. &lt;div class=&quot;MsoNormal&quot;&gt;
  3103. &lt;span lang=&quot;EN-US&quot;&gt;All in all,
  3104. the IG remain as dangerous as always. They are now , the epitome of balance,
  3105. quantity and quality. You can get their best when you pack some allies with
  3106. them, but even alone are more than sufficient against any enemy. A remarkable
  3107. codex that should become the principal for all future codexes.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3108. &lt;div class=&quot;MsoNormal&quot;&gt;
  3109. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3110. &lt;div class=&quot;MsoNormal&quot;&gt;
  3111. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3112. &lt;div class=&quot;MsoNormal&quot;&gt;
  3113. &lt;span lang=&quot;EN-US&quot;&gt;All things
  3114. considered, it is definitely not my intention to suggest that IG and Necrons
  3115. are undefeatable. However, it is an undeniable fact that, during the first
  3116. months of 40k tournaments they will be just a cut above the rest. &amp;nbsp;I don’t worry too much though.&amp;nbsp; Both the Necrons and IG will lose some of
  3117. their light soon. Whether it comes from new codexes, codex updates or FAQ’s I
  3118. am sure that they will follow the path already tread by 5&lt;sup&gt;th&lt;/sup&gt; Edition
  3119. razorspam or even Nob biker lists. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3120. &lt;div class=&quot;MsoNormal&quot;&gt;
  3121. &lt;br /&gt;&lt;/div&gt;
  3122. &lt;div class=&quot;MsoNormal&quot;&gt;
  3123. &lt;span lang=&quot;EN-US&quot;&gt;** Finally
  3124. , as promised, he is my BA list for the 1&lt;sup&gt;st&lt;/sup&gt; Anvil of Heroes
  3125. Tournament:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3126. &lt;div class=&quot;MsoNormal&quot;&gt;
  3127. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;HQ&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3128. &lt;div class=&quot;MsoNormal&quot;&gt;
  3129. &lt;span lang=&quot;EN-US&quot;&gt;Librarian-125pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3130. &lt;div class=&quot;MsoNormal&quot;&gt;
  3131. &lt;span lang=&quot;EN-US&quot;&gt;Jump pack,
  3132. Power Sword&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3133. &lt;div class=&quot;MsoNormal&quot;&gt;
  3134. &lt;br /&gt;&lt;/div&gt;
  3135. &lt;div class=&quot;MsoNormal&quot;&gt;
  3136. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;ELITES&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3137. &lt;div class=&quot;MsoNormal&quot;&gt;
  3138. &lt;span lang=&quot;EN-US&quot;&gt;Sanguinary
  3139. Guard- 230pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3140. &lt;div class=&quot;MsoNormal&quot;&gt;
  3141. &lt;span lang=&quot;EN-US&quot;&gt;Power Axes&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3142. &lt;div class=&quot;MsoNormal&quot;&gt;
  3143. &lt;span lang=&quot;EN-US&quot;&gt;Chapter
  3144. Banner&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3145. &lt;div class=&quot;MsoNormal&quot;&gt;
  3146. &lt;span lang=&quot;EN-US&quot;&gt;Sanguinary
  3147. Priest- 75pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3148. &lt;div class=&quot;MsoNormal&quot;&gt;
  3149. &lt;span lang=&quot;EN-US&quot;&gt;Jump Pack&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3150. &lt;div class=&quot;MsoNormal&quot;&gt;
  3151. &lt;br /&gt;&lt;/div&gt;
  3152. &lt;div class=&quot;MsoNormal&quot;&gt;
  3153. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;Troops&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3154. &lt;div class=&quot;MsoNormal&quot;&gt;
  3155. &lt;span lang=&quot;EN-US&quot;&gt;Assault&amp;nbsp; Marines- 215&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3156. &lt;div class=&quot;MsoNormal&quot;&gt;
  3157. &lt;span lang=&quot;EN-US&quot;&gt;10 models&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3158. &lt;div class=&quot;MsoNormal&quot;&gt;
  3159. &lt;span lang=&quot;EN-US&quot;&gt;Sergeant
  3160. with Power Axe&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3161. &lt;div class=&quot;MsoNormal&quot;&gt;
  3162. &lt;span lang=&quot;EN-US&quot;&gt;2 Meltaguns&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3163. &lt;div class=&quot;MsoNormal&quot;&gt;
  3164. &lt;span lang=&quot;EN-US&quot;&gt;Assault&amp;nbsp; Marines- 215&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3165. &lt;div class=&quot;MsoNormal&quot;&gt;
  3166. &lt;span lang=&quot;EN-US&quot;&gt;10 models&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3167. &lt;div class=&quot;MsoNormal&quot;&gt;
  3168. &lt;span lang=&quot;EN-US&quot;&gt;Sergeant
  3169. with Power Axe&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3170. &lt;div class=&quot;MsoNormal&quot;&gt;
  3171. &lt;span lang=&quot;EN-US&quot;&gt;2 Meltaguns&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3172. &lt;div class=&quot;MsoNormal&quot;&gt;
  3173. &lt;br /&gt;&lt;/div&gt;
  3174. &lt;div class=&quot;MsoNormal&quot;&gt;
  3175. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;FAST ATTACK&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3176. &lt;div class=&quot;MsoNormal&quot;&gt;
  3177. &lt;span lang=&quot;EN-US&quot;&gt;3 Attack
  3178. Bikes-150 pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3179. &lt;div class=&quot;MsoNormal&quot;&gt;
  3180. &lt;span lang=&quot;EN-US&quot;&gt;Multi-melta&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3181. &lt;div class=&quot;MsoNormal&quot;&gt;
  3182. &lt;br /&gt;&lt;/div&gt;
  3183. &lt;div class=&quot;MsoNormal&quot;&gt;
  3184. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;HEAVY
  3185. SUPPORT&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3186. &lt;div class=&quot;MsoNormal&quot;&gt;
  3187. &lt;span lang=&quot;EN-US&quot;&gt;Vindicator-145&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3188. &lt;div class=&quot;MsoNormal&quot;&gt;
  3189. &lt;span lang=&quot;EN-US&quot;&gt;Vindicator-145&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3190. &lt;div class=&quot;MsoNormal&quot;&gt;
  3191. &lt;span lang=&quot;EN-US&quot;&gt;Stormraven
  3192. Gunship- 200pts&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3193. &lt;div class=&quot;MsoNormal&quot;&gt;
  3194. &lt;span lang=&quot;EN-US&quot;&gt;-Twin-Linked
  3195. Multi-melta&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3196. &lt;div class=&quot;MsoNormal&quot;&gt;
  3197. &lt;span lang=&quot;EN-US&quot;&gt;-Twin-Linked
  3198. Lascannon&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3199. &lt;div class=&quot;MsoNormal&quot;&gt;
  3200. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3201. &lt;div class=&quot;MsoNormal&quot;&gt;
  3202. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3203. &lt;div class=&quot;MsoNormal&quot;&gt;
  3204. &lt;span lang=&quot;EN-US&quot;&gt;I hope you enjoyed this article, all C&amp;amp;C are welcome.&lt;/span&gt;&lt;/div&gt;
  3205. &lt;div class=&quot;MsoNormal&quot;&gt;
  3206. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3207. &lt;div class=&quot;MsoNormal&quot;&gt;
  3208. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos Kapetanakis, out.&lt;/span&gt;&lt;/div&gt;
  3209. &lt;/div&gt;
  3210. </description><link>http://amethystxenos.blogspot.com/2012/09/first-official-taste-of-6th-edition.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-wo4cUKPYqautRnsVDT4p4weEO76fAGFufoZxG3eSRTF0ZhutoxNcG0vkVnC9TefxPYHkN7xPSi9qqOp3bTHppPQO0HjqkxF1kuKAUNxbzWu9p0CfXfqdqP9vu1W2igg8xtHp0jIUCLg/s72-c/NightScythe_side.JPG" height="72" width="72"/><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-8933349204333220368</guid><pubDate>Mon, 03 Sep 2012 20:29:00 +0000</pubDate><atom:updated>2013-01-24T22:39:21.895-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tactica</category><title>First Thoughts on 6th Edition Part 2</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  3211. &lt;br /&gt;
  3212. &lt;div class=&quot;MsoNormal&quot;&gt;
  3213. &lt;br /&gt;&lt;/div&gt;
  3214. &lt;div class=&quot;MsoNormal&quot;&gt;
  3215. &lt;br /&gt;&lt;/div&gt;
  3216. &lt;div class=&quot;MsoNormal&quot;&gt;
  3217. &lt;span lang=&quot;EN-US&quot;&gt;Hello
  3218. people,&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3219. &lt;div class=&quot;MsoNormal&quot;&gt;
  3220. &lt;br /&gt;&lt;/div&gt;
  3221. &lt;div class=&quot;MsoNormal&quot;&gt;
  3222. &lt;span lang=&quot;EN-US&quot;&gt;Some weeks
  3223. ago I&amp;nbsp; begun to write an article about 6&lt;sup&gt;th&lt;/sup&gt;
  3224. edition. When I was writing the first part I was explaining my point of view on
  3225. the new rules. However, the more I read about 6&lt;sup&gt;th&lt;/sup&gt; edition, the more
  3226. I scout for other people’s lists and the more I play, the way I perceive the
  3227. new rules is constantly changing.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3228. &lt;div class=&quot;MsoNormal&quot;&gt;
  3229. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Thus, I am writing this second part of my
  3230. article with a bit of&amp;nbsp; hesitation as to
  3231. whether or not my arguments stand correct. After all it has been a mere couple
  3232. of months since the release of the edition and we are all trying our best to
  3233. decide what makes a good and competitive list for the 6&lt;sup&gt;th&lt;/sup&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3234. &lt;div class=&quot;MsoNormal&quot;&gt;
  3235. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;So, without further delay allow me to present
  3236. you my little piece of knowledge , from my rather limited playtesting and
  3237. reading:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3238. &lt;div class=&quot;MsoNormal&quot;&gt;
  3239. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3240. &lt;div class=&quot;MsoNormal&quot;&gt;
  3241. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3242. &lt;div class=&quot;MsoNormal&quot;&gt;
  3243. &lt;span lang=&quot;EN-US&quot;&gt;FLYERS&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3244. &lt;div class=&quot;MsoNormal&quot;&gt;
  3245. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;First of all , I think that after all the fuss
  3246. about the new rules , the only massive change ( and the most troublemaking )
  3247. are the Flyers. As you all know flyers have gotten a great boost and have
  3248. become a pain in the back for specific armies and lists. To this present day ,
  3249. only&amp;nbsp; 7 out of 16 codexes have flyers:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3250. &lt;div class=&quot;MsoNormal&quot;&gt;
  3251. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3252. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  3253. &lt;a href=&quot;http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1620073a_99120101088_Stormraven03_445x319.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;229&quot; src=&quot;http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1620073a_99120101088_Stormraven03_445x319.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  3254. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3255. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3256. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Blood
  3257. Angels -&amp;gt; Stormraven&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3258. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3259. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3260. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Grey
  3261. Knights-&amp;gt; Stormraven&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3262. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3263. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3264. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Dark
  3265. Angels -&amp;gt; Razorwing , VoidRaven&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3266. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3267. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3268. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Imperial
  3269. Guard -&amp;gt; Vendetta, Valkyrie&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3270. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3271. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3272. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Orks
  3273. -&amp;gt; Dakkajet, Burna-bomber, Blitza- bomber&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3274. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3275. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3276. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Necrons
  3277. -&amp;gt; Night Scythe, Doom Scythe&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3278. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3279. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3280. &lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;Space
  3281. Marines – Stormtalon&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3282. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3283. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3284. &lt;div class=&quot;MsoNormal&quot;&gt;
  3285. &lt;span lang=&quot;EN-US&quot;&gt;Which
  3286. leaves the rest 8 armies without a flyer option ( of course there are still
  3287. allies , but we will get to that later ) and Tyranids which currently get
  3288. neither Flyers nor Allies&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3289. &lt;div class=&quot;MsoNormal&quot;&gt;
  3290. &lt;span lang=&quot;EN-US&quot;&gt;But what
  3291. makes Flyers so good? &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3292. &lt;div class=&quot;MsoNormal&quot;&gt;
  3293. &lt;span lang=&quot;EN-US&quot;&gt;First of
  3294. all, it is hard to destroy them. You must shape your list to provide enough
  3295. units to deal with them&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3296. &lt;div class=&quot;MsoNormal&quot;&gt;
  3297. &lt;span lang=&quot;EN-US&quot;&gt;Secondly,
  3298. they carry dangerous weapons which can be either anti-vehicle, anti-infantry or
  3299. both&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3300. &lt;div class=&quot;MsoNormal&quot;&gt;
  3301. &lt;span lang=&quot;EN-US&quot;&gt;There are 3
  3302. ways to deal with flyers:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  3303. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3304. &lt;div class=&quot;MsoNormal&quot;&gt;
  3305. &lt;span style=&quot;text-indent: -18pt;&quot;&gt;1. Include in your lists units that
  3306. provide high rate of&amp;nbsp; fire. Massed
  3307. firepower is always the answer for everything and flyers are not an exception
  3308. to this. A list that can shoot dozens of high-strength shots will keep the
  3309. flyer problem to a minimum. Ideal unit for this purpose is the GK Autocannon
  3310. Dread.&lt;/span&gt;&lt;br /&gt;
  3311. &lt;span style=&quot;text-indent: -18pt;&quot;&gt;2. Include in the list a flyer of your
  3312. own. Pretty self-explanatory, flyers can kill flyers and that should be your
  3313. first target when you deploy flyers&lt;/span&gt;&lt;br /&gt;
  3314. &lt;span style=&quot;text-indent: -18pt;&quot;&gt;3. Include dedicated anti-aircraft
  3315. units. Skyfire shooters are currently undeveloped , with the only options being
  3316. the Fortification weapons , Hydras or the occational boost from a Mysterious
  3317. Objective&lt;/span&gt;&lt;/div&gt;
  3318. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3319. &lt;br /&gt;&lt;/div&gt;
  3320. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3321. &lt;span lang=&quot;EN-US&quot;&gt;The thing is , not all armies can provide adequate anti-flyer units,
  3322. although I am sure that in&amp;nbsp; the near
  3323. future gamers will find effective ways to eliminate the flyer threat. However
  3324. ,&amp;nbsp; unit then every player must construct their
  3325. list with flyers in mind.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3326. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3327. &lt;br /&gt;&lt;/div&gt;
  3328. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3329. &lt;br /&gt;&lt;/div&gt;
  3330. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3331. &lt;span lang=&quot;EN-US&quot;&gt;ALLIES&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3332. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3333. &lt;br /&gt;&lt;/div&gt;
  3334. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3335. &lt;span lang=&quot;EN-US&quot;&gt;This is the other major change and the one that probably cause more
  3336. headache ( although not in the way flyers do). With the new allies mechanics we
  3337. have to&amp;nbsp; deal with a new , bewildering
  3338. variety of lists that will expand&amp;nbsp; the
  3339. metagame in both competitive and fluffy ways.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3340. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3341. &lt;br /&gt;&lt;/div&gt;
  3342. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
  3343. &lt;span lang=&quot;EN-US&quot;&gt;How should allies be used?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3344. &lt;div class=&quot;MsoListParagraphCxSpLast&quot;&gt;
  3345. &lt;br /&gt;&lt;/div&gt;
  3346. &lt;div class=&quot;MsoNormal&quot;&gt;
  3347. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Well , personally I think that
  3348. when a player considers to&amp;nbsp; add an allied
  3349. detachment to his army, he should take under consideration the following 2
  3350. parameters:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3351. &lt;div class=&quot;MsoNormal&quot;&gt;
  3352. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3353. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3354. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style=&quot;color: cyan;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3355. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;u&gt;&lt;span style=&quot;color: cyan;&quot;&gt;Will
  3356. the ally compensate for the weaknesses of my army? Will it provide something
  3357. useful to my list? &lt;/span&gt;&lt;/u&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3358. &lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3359. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3360. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3361. &lt;span lang=&quot;EN-US&quot;&gt;For example, an Ork
  3362. player considers to take an allied detachment. He has some very good option for
  3363. allies , such as IG, Necrons, Tau and even Daemons. However , Daemons don’t have
  3364. much to add to an ork list because both Orks and Daemons are melee based
  3365. armies. On the other hand, IG could make better candidates because they have
  3366. shooting, while orks are infamous shooters.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3367. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3368. &lt;br /&gt;&lt;/div&gt;
  3369. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3370. &lt;!--[if !supportLists]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;u&gt;&lt;span style=&quot;color: cyan;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
  3371. &lt;/span&gt;&lt;/u&gt;&lt;/span&gt;&lt;/span&gt;&lt;!--[endif]--&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;u&gt;&lt;span style=&quot;color: cyan;&quot;&gt;Will
  3372. the allied detachment be worth its points? Will I make good use of all the
  3373. allied units? &lt;/span&gt;&lt;/u&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3374. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;mso-list: l1 level1 lfo1; text-indent: -18.0pt;&quot;&gt;
  3375. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3376. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3377. &lt;span lang=&quot;EN-US&quot;&gt;The hardest part of
  3378. building an allied detachment is choosing which units will fill your limited
  3379. available slots. You have to take 1 HQ and 1 Troop choice, and then you get the
  3380. good stuff. The bottom line here is:&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
  3381. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3382. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Don’t
  3383. take an allied force if you only want 1 unit. Only take allies if all the
  3384. allied units can be of some use to your list. &lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  3385. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3386. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  3387. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3388. &lt;span lang=&quot;EN-US&quot;&gt;For example, &amp;nbsp;it is not worth it to take IG allies because&amp;nbsp; you want to include&amp;nbsp; a Valkyrie or two in your list. You will need
  3389. to include some guardsmen that will not be of any use. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3390. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3391. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&lt;/span&gt;However, if you want to
  3392. take GK allies , it is a nice option to have Draigo and a troop Paladins squad.
  3393. This detachment makes the best use out of the points you spend on it.&lt;/div&gt;
  3394. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3395. &lt;br /&gt;&lt;/div&gt;
  3396. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3397. &lt;span lang=&quot;EN-US&quot;&gt;Apart from that , it is
  3398. your own decision how you will use the allies.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3399. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3400. &lt;br /&gt;&lt;/div&gt;
  3401. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3402. &lt;br /&gt;&lt;/div&gt;
  3403. &lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3404. &lt;br /&gt;&lt;/div&gt;
  3405. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3406. &lt;span lang=&quot;EN-US&quot;&gt;From this point on things get quite
  3407. complicated and it is really hard for me to give any solid advice on how to
  3408. make a list. It seems that there is definitely more in 6&lt;sup&gt;th&lt;/sup&gt; that what
  3409. meets the eye and we have only scratched the surface of the new metagame form. The
  3410. only sure thing is that more playtesting is necessary , more bold lists must
  3411. take the stage and all players should
  3412. let go of the 5&lt;sup&gt;th&lt;/sup&gt; ed. inertial and try their best to cope with the
  3413. new changes.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3414. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3415. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3416. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3417. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
  3418. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3419. &lt;span lang=&quot;EN-US&quot;&gt;Thank you&lt;/span&gt;&lt;/div&gt;
  3420. &lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;margin-left: 72.0pt; mso-add-space: auto;&quot;&gt;
  3421. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos Kapetanakis, Out&lt;/span&gt;&lt;/div&gt;
  3422. &lt;/div&gt;
  3423. </description><link>http://amethystxenos.blogspot.com/2012/09/first-thoughts-on-6th-edition-part-2.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-3751813987321663020</guid><pubDate>Thu, 02 Aug 2012 22:52:00 +0000</pubDate><atom:updated>2013-01-24T22:38:52.970-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Misc.</category><title>The Truth about the Thunderfire Vigor</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  3424. Greetings gentlemen,&lt;br /&gt;
  3425. &lt;br /&gt;
  3426. Our todays topic will be non other than the most efficient, powerful,
  3427. devastating and at the same time highly underrated unit of the game. I&#39; m
  3428. talking of course about the Thunderfire Cannon the most fearsome weapon
  3429. platform GW has ever released throughout the ages of Warhammer 40k and
  3430. Wargaming in general. The historical background of the Thunderfire
  3431. Cannon begins in 1482 at the Renaissance. It was first designed by
  3432. Leonardo Da Vinci as a concievment for the perfect artillery, a schema of
  3433. the most destructive weaponry ever known to man. &lt;br /&gt;
  3434. &lt;br /&gt;
  3435. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  3436. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_BXZ9NKsX2JPtJxvcWxXGFoSB6ChDPaziKf9xCpT52LRYXrcUD2SHhLCkCJmxd-BF6hq3Ts4U4oqSeiZAVy0dUwEkc_EH_yY9M09T-CQ9v0rMszGpOGmu9xQkoo37cVML8Gq-aK5Dr7s/s1600/leonardo-da-vinci-machine-gun.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;
  3437. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  3438. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_BXZ9NKsX2JPtJxvcWxXGFoSB6ChDPaziKf9xCpT52LRYXrcUD2SHhLCkCJmxd-BF6hq3Ts4U4oqSeiZAVy0dUwEkc_EH_yY9M09T-CQ9v0rMszGpOGmu9xQkoo37cVML8Gq-aK5Dr7s/s1600/leonardo-da-vinci-machine-gun.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_BXZ9NKsX2JPtJxvcWxXGFoSB6ChDPaziKf9xCpT52LRYXrcUD2SHhLCkCJmxd-BF6hq3Ts4U4oqSeiZAVy0dUwEkc_EH_yY9M09T-CQ9v0rMszGpOGmu9xQkoo37cVML8Gq-aK5Dr7s/s320/leonardo-da-vinci-machine-gun.jpg&quot; width=&quot;214&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  3439. &lt;div style=&quot;text-align: left;&quot;&gt;
  3440. &lt;br /&gt;&lt;/div&gt;
  3441. Until our days this schema stands as an archetype of ideal warfare and as the goal of every weapon system that has been created in the history of mankind.&lt;br /&gt;
  3442. &lt;br /&gt;
  3443. GW was inspired by this unwordly futuristic conception and decided to add it to its gaming system. Τhe first effort was made back in the early days of the 2nd edition, as the Thunderfire Cannon was meant to be released as a plastic kit in the Warhammer 40k game. As expected many conflicts broke out inside the GW company about its charachteristics in the game and&amp;nbsp;its release was cancelled in the last minute, due to the unimaginable power with which it would provide every Vanilla Marines player. It is said that most of the plastic kits that were created back then (a very restricted amount) are now under the control of an uknown wing of the masonic order, while others are in the possesion of Jervis. To the vast majority of the wargaming community those events remained uknown, due to the resurgence of debates and questionings about the profile of the GW company, that they would cause. &lt;br /&gt;
  3444. &lt;br /&gt;
  3445. &amp;nbsp;Υears have passed since then and GW unexpectedly decided to officialy
  3446. release the Thunderfire Cannon in the beggining of the 5th edition with
  3447. the new Space Marines Codex. The company of course&amp;nbsp; took drastic
  3448. measures in order to ensure that the metagame will not collapse and that
  3449. other armies will also have a word in the 5th edition. The model was
  3450. released in a heavy, insufficient, ugly, overcosted metal kit (vastly
  3451. different from the conception of Leonardo Da Vinci) in order to keep
  3452. away customers from buying it. They also attached a Techmarine to it,
  3453. disgracing the models legendary individuality and autonomy, feeding the
  3454. community with the wrong impressions.&amp;nbsp; Additionaly the company launched a
  3455. massive propaganda via the internet (blogs, news, articles, spam hatemail) against the
  3456. model to manipulate the view of the players towards the Thunderfire
  3457. Cannon, so that the model would never be fielded on a gaming table.
  3458. Testimonials claim that few players who dared to bring this model on the
  3459. table were kidnaped by GW agents the same night and that nοne heard of
  3460. them again. Their entry on the national database was automatically
  3461. deleted so that even their existance could be doubted. Every game it was
  3462. fielded ended as a massacre in favour of the Thunderfire Cannon, there
  3463. wasn&#39;t a single army in the game that could withstand its power.
  3464. Therefore, GW wanted the Thunderfire Cannon to simply stand as an
  3465. honourary entry in the Codex, but at the same time they didnt have the
  3466. courage to apply any nerfs on this godlike artillery piece. It isnt also
  3467. a coicidence that the Marines Codeces that were released after the
  3468. Vanilla Marines were overall much more powerful, but still failed to
  3469. harm the Thunderfire Cannon.&lt;br /&gt;
  3470. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  3471. &lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFlMCWq9dlrkTJUF5oQyDGk_sxYDx7kSEt0hq-VwZmV6DSERGYHmpb7gxnY_n-bnq5ho7TbcdvMFibkFOywv3HUAwRF1neVJi7WQBbIG5nV6r0wP_VnZiNP72RM1vIF6pHbp5vry98oWI/s1600/thunderfire%2520cann.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;229&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFlMCWq9dlrkTJUF5oQyDGk_sxYDx7kSEt0hq-VwZmV6DSERGYHmpb7gxnY_n-bnq5ho7TbcdvMFibkFOywv3HUAwRF1neVJi7WQBbIG5nV6r0wP_VnZiNP72RM1vIF6pHbp5vry98oWI/s320/thunderfire%2520cann.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  3472. &lt;br /&gt;
  3473. &lt;br /&gt;
  3474. Now in the 6th edition, GW went too far by giving many armies the access
  3475. to the Thunderfire Cannon via the new allies system. Rumors also tell
  3476. that a possesed Thunderfire Cannon is supposed to be released soon ,so
  3477. that even Chaos will be able to enjoy its benefits too. Fellow bloggers,
  3478. I think we have finally come to the breakdown of our favourite game. Our
  3479. games will develοp to rock-paper-scissors logic matches, because the
  3480. player who gets first turn will destroy guaranteed his opponents army
  3481. first with his Thunderfire Cannon on Turn 1. Thank god that the seizing the
  3482. initiative rules didnt change in the 6th edition, so that the player who plays
  3483. second has a small chance to turn the game around, providing the game
  3484. with a little more strategic interest.&lt;br /&gt;
  3485. &lt;br /&gt;
  3486. &lt;br /&gt;
  3487. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  3488. &lt;/div&gt;
  3489. &lt;br /&gt;
  3490. &lt;br /&gt;
  3491. &lt;br /&gt;
  3492. &lt;br /&gt;
  3493. &lt;br /&gt;
  3494. &lt;br /&gt;
  3495. &lt;br /&gt;&lt;/div&gt;
  3496. </description><link>http://amethystxenos.blogspot.com/2012/08/the-truth-about-thunderfire-vigor.html</link><author>noreply@blogger.com (Just_a_Justicar)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_BXZ9NKsX2JPtJxvcWxXGFoSB6ChDPaziKf9xCpT52LRYXrcUD2SHhLCkCJmxd-BF6hq3Ts4U4oqSeiZAVy0dUwEkc_EH_yY9M09T-CQ9v0rMszGpOGmu9xQkoo37cVML8Gq-aK5Dr7s/s72-c/leonardo-da-vinci-machine-gun.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-990629858353392007</guid><pubDate>Wed, 25 Jul 2012 00:05:00 +0000</pubDate><atom:updated>2013-01-24T22:39:21.896-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tactica</category><title>First Thoughts on 6th Edition part1</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
  3497. &lt;span style=&quot;background-color: black;&quot;&gt;Hello
  3498. ladies and gentlemen&lt;/span&gt;&lt;span style=&quot;background-color: white;&quot;&gt;.&lt;/span&gt;&lt;br /&gt;
  3499. &lt;br /&gt;
  3500. &lt;div class=&quot;MsoNormal&quot;&gt;
  3501. &lt;br /&gt;&lt;/div&gt;
  3502. &lt;div class=&quot;MsoNormal&quot;&gt;
  3503. &lt;a href=&quot;http://images.wikia.com/pokemon/images/9/9b/Slowpoke.png&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;184&quot; src=&quot;http://images.wikia.com/pokemon/images/9/9b/Slowpoke.png&quot; width=&quot;200&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;It&#39;s been a long time since my last post, as a
  3504. result of both my busy schedule and the &quot;dead period &quot; that followed
  3505. the recent release of the long-awaited 6th edition. I have already indulged
  3506. into the new book and I had the chance to play a few games and experience the
  3507. new rules in action. Thus , having read some articles online, I would like to
  3508. give my personal opinion about the 6th edition. It is important to make clear
  3509. that by I am just sharing my first thoughts about the rules and I have, by no
  3510. means, mastered the new rules , I am just trying to acclimatize myself to the
  3511. new changes ,much like the whole 40k community does.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3512. &lt;div class=&quot;MsoNormal&quot;&gt;
  3513. &lt;br /&gt;&lt;/div&gt;
  3514. &lt;div class=&quot;MsoNormal&quot;&gt;
  3515. &lt;span lang=&quot;EN-US&quot;&gt;To begin
  3516. with , it is important to mention that the 6th edition, unlike any other
  3517. previous BRB have made quite a strange impact on the gaming community. I had
  3518. the chance to speak with a couple of store managers which pointed out that no
  3519. one was nagging about the new rules, or flaming GW etc. On the contrary , it
  3520. seems that we all have embraced the new ruleset with a rather warm welcome,
  3521. which is a nice on itself.&amp;nbsp; Perhaps it is
  3522. too early to judge, but this absence of misery allows everyone to be more open
  3523. minded towards 6th ed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3524. &lt;div class=&quot;MsoNormal&quot;&gt;
  3525. &lt;br /&gt;&lt;/div&gt;
  3526. &lt;div class=&quot;MsoNormal&quot;&gt;
  3527. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;So, we have a new book which appears to be
  3528. more balanced than anything we have seen in the past. It packs some major
  3529. changes that will definitely affect the metagame , but it seems that all new
  3530. changes follow two major guidelines:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3531. &lt;div class=&quot;MsoNormal&quot;&gt;
  3532. &lt;br /&gt;&lt;/div&gt;
  3533. &lt;div class=&quot;MsoNormal&quot;&gt;
  3534. &lt;span lang=&quot;EN-US&quot;&gt;- Smoothing
  3535. the gap between codexes&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3536. &lt;div class=&quot;MsoNormal&quot;&gt;
  3537. &lt;span lang=&quot;EN-US&quot;&gt;- Making
  3538. people buy more stuff.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3539. &lt;div class=&quot;MsoNormal&quot;&gt;
  3540. &lt;br /&gt;&lt;/div&gt;
  3541. &lt;div class=&quot;MsoNormal&quot;&gt;
  3542. &lt;span lang=&quot;EN-US&quot;&gt;Which is
  3543. not all that bad , when you think about it. In the new book, we have a host of
  3544. changes that eventually lead to a much more balanced game, based on strategy,
  3545. rather than rules abusing and spamming. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3546. &lt;div class=&quot;MsoNormal&quot;&gt;
  3547. &lt;br /&gt;&lt;/div&gt;
  3548. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
  3549. &lt;a href=&quot;http://s1.ipicture.ru/uploads/20120705/J4PDcRhT.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;http://s1.ipicture.ru/uploads/20120705/J4PDcRhT.jpg&quot; width=&quot;237&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
  3550. &lt;div class=&quot;MsoNormal&quot;&gt;
  3551. &lt;span lang=&quot;EN-US&quot;&gt;My personal
  3552. opinion is that GW has done a great job tuning the old rules and adding some
  3553. new rules ,but nothing is &quot; broken&quot;.&amp;nbsp;
  3554. Take the vehicles, for example. Now , they follow the hull point system.
  3555. That means that it is quite a bit easier to break a tank , but now all tanks
  3556. remail fully functional until they get wrecked. No more stun &amp;amp; shaking from
  3557. glancing hits ruling your armoured fist Guard.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3558. &lt;div class=&quot;MsoNormal&quot;&gt;
  3559. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; In a similar fashion , Flyers have become
  3560. much more survivable, but their transport capacity has been hindered and their
  3561. movement is more &quot;rigid&quot; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3562. &lt;div class=&quot;MsoNormal&quot;&gt;
  3563. &lt;span lang=&quot;EN-US&quot;&gt;All in all
  3564. , to me it seems that GW wanted to make changes that would not affect
  3565. dramatically their codex range and/or that would not cause confusion to the
  3566. gaming community. So, limited changes to the new rules and the introduction of
  3567. lots and lots of new stuff&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3568. &lt;div class=&quot;MsoNormal&quot;&gt;
  3569. &lt;br /&gt;&lt;/div&gt;
  3570. &lt;div class=&quot;MsoNormal&quot;&gt;
  3571. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;
  3572. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;
  3573. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;
  3574. &lt;span lang=&quot;EN-US&quot;&gt;Before
  3575. commenting on the new rules , it is important to note the most important
  3576. changes that came with 6th ed:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3577. &lt;div class=&quot;MsoNormal&quot;&gt;
  3578. &lt;br /&gt;&lt;/div&gt;
  3579. &lt;div class=&quot;MsoNormal&quot;&gt;
  3580. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;- The
  3581. introduction of Allies &amp;amp; Fortifications&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  3582. &lt;div class=&quot;MsoNormal&quot;&gt;
  3583. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;- Flyers
  3584. getting boosted&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  3585. &lt;div class=&quot;MsoNormal&quot;&gt;
  3586. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;- Cover
  3587. Save nerf&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  3588. &lt;div class=&quot;MsoNormal&quot;&gt;
  3589. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;- Transport
  3590. Vehicles nerf&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
  3591. &lt;div class=&quot;MsoNormal&quot;&gt;
  3592. &lt;b&gt;- Snap Fire &amp;amp; Overwatch&lt;span lang=&quot;EN-US&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
  3593. &lt;div class=&quot;MsoNormal&quot;&gt;
  3594. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;- New
  3595. missions set&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3596. &lt;div class=&quot;MsoNormal&quot;&gt;
  3597. &lt;span lang=&quot;EN-US&quot;&gt;( Again ,
  3598. it is possible that I am forgetting some important changes , but anyway… )&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3599. &lt;div class=&quot;MsoNormal&quot;&gt;
  3600. &lt;br /&gt;&lt;/div&gt;
  3601. &lt;div class=&quot;MsoNormal&quot;&gt;
  3602. &lt;span lang=&quot;EN-US&quot;&gt;Each and
  3603. every one of these changes has its own impact on our gaming habits. First of
  3604. all , the&lt;b&gt; new &lt;span style=&quot;color: cyan;&quot;&gt;Allies&lt;/span&gt; mechanings&lt;/b&gt;….now every army &lt;span style=&quot;color: white;&quot;&gt;( &lt;span style=&quot;background-color: black;&quot;&gt;well, almost every army , ‘cause
  3605. apparently Tyranids want to be VS the World , for some reason..&lt;/span&gt;)&lt;/span&gt; has the
  3606. opportunity to get an allied detachment.&amp;nbsp;
  3607. This is a wonderful change which has only positive effects on the
  3608. game:&amp;nbsp; under-powered /old codexes can
  3609. now&amp;nbsp; be used in combination with some
  3610. more power-gaming codexes ,&amp;nbsp; make
  3611. beautiful , fluffy lists or ever terrifying combos. In any case ,&amp;nbsp; allies have all the potential to dramatically
  3612. increase the number of lists people use and shed light to some forgotten units
  3613. and armies of the game. It remains to be seen if allies will be used to a great
  3614. extent ,&amp;nbsp; but it is a smart move from GW
  3615. from both gaming and marketing spectrum.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3616. &lt;div class=&quot;MsoNormal&quot;&gt;
  3617. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; About &lt;b&gt;&lt;span style=&quot;color: cyan;&quot;&gt;Fortifications&lt;/span&gt;&lt;/b&gt;….when I first saw that
  3618. people could actually buy GW terrain and use it in their lists I first thought
  3619. that it was just a vulgar display of greed coming from the manufacturer , and
  3620. I&amp;nbsp; still believe that&amp;nbsp; Fortifications made their way into standard
  3621. gaming so that our beloved Citadel could just sell more…&amp;nbsp; but from a gaming point of view they are
  3622. rather interesting. You can get one for&amp;nbsp;
  3623. cheap ( 50 points is not bad ) , it gives 4+ cover AND it was the option
  3624. to fill it with anti- aircraft and anti-infantry weapons. It is also treated as
  3625. an immobile vehicle&amp;nbsp; and can house troops
  3626. inside… All in all a nice package that you can place in strategic positions and
  3627. guarantee a successful defensive gameplay. They will be certainly used by
  3628. specific armies/ generals but for the most part I believe that they wont
  3629. affect&amp;nbsp; the standard gameplay so much.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3630. &lt;div class=&quot;MsoNormal&quot;&gt;
  3631. &lt;br /&gt;&lt;/div&gt;
  3632. &lt;div class=&quot;MsoNormal&quot;&gt;
  3633. &lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;span style=&quot;color: cyan;&quot;&gt;Flyers! &lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3634. &lt;div class=&quot;MsoNormal&quot;&gt;
  3635. &lt;br /&gt;&lt;/div&gt;
  3636. &lt;div class=&quot;MsoNormal&quot;&gt;
  3637. &lt;span lang=&quot;EN-US&quot;&gt;Well, all I
  3638. have to say is that it was about time to &amp;nbsp;give flyers a boost. In 5&lt;sup&gt;th&lt;/sup&gt; edition
  3639. , it was just ridiculously easy to face&amp;nbsp;
  3640. Stormravens , Vendettas , not to mention the Necron croissantes…. Luckily
  3641. , now Flyers have become the new sh*t&amp;nbsp; ,
  3642. taking the place of the ubiquitous Land Raider as a transport and gun platform
  3643. , and even outdating some of the older mainstream vehicles. They have gotten
  3644. over&amp;nbsp; 200% faster , are almost impervious
  3645. to damage from non-skyfire units and they can fire more weapons than ever
  3646. before , not to mention the Evade rules and the new transport drop
  3647. mechanics.&amp;nbsp; Yeap , it seems that flyers
  3648. will become a common sight for sure , and we will get the chance to do some
  3649. air-modelling&amp;nbsp; with sci-fi crafts.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3650. &lt;div class=&quot;MsoNormal&quot;&gt;
  3651. &lt;a href=&quot;http://buypainted.com/wp-content/uploads/2011/12/valkyrie1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;235&quot; src=&quot;http://buypainted.com/wp-content/uploads/2011/12/valkyrie1.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Actually , flyers have become so powerful now
  3652. , that any 6&lt;sup&gt;th&lt;/sup&gt; edition list should cover two aspects:&amp;nbsp; Ground forces and Air Forces. As peculiar as
  3653. that may sound , every list we make from now on should be able to attempt
  3654. domination in two levels.&amp;nbsp; And still
  3655. maintain a balance between the amount of points you spend on each type of
  3656. force.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3657. &lt;div class=&quot;MsoNormal&quot;&gt;
  3658. &lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;The only few drawbacks that flyers have is
  3659. their low armour , compared to non-flyer vehicles , and the fact that when the
  3660. enemy takes one down , it gets more painful for the units it carries and for
  3661. anything that is near. Also , while flyers can move fast , their manoeuvrability&amp;nbsp; is rather limited,&amp;nbsp; so this part requires some care.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3662. &lt;div class=&quot;MsoNormal&quot;&gt;
  3663. &lt;br /&gt;&lt;/div&gt;
  3664. &lt;div class=&quot;MsoNormal&quot;&gt;
  3665. &lt;span lang=&quot;EN-US&quot;&gt;This concludes
  3666. part1 of this early commentary about the 6&lt;sup&gt;th&lt;/sup&gt; edition. I hope you
  3667. found it interesting. Part 2 will come fast. Feel free to comment&amp;nbsp; and thank you for your time.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3668. &lt;div class=&quot;MsoNormal&quot;&gt;
  3669. &lt;br /&gt;&lt;/div&gt;
  3670. &lt;div class=&quot;MsoNormal&quot;&gt;
  3671. &lt;span lang=&quot;EN-US&quot;&gt;Stefanos
  3672. Kapetanakis&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
  3673. &lt;/div&gt;
  3674. </description><link>http://amethystxenos.blogspot.com/2012/07/first-thoughts-on-6th-edition-part1.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-2150765463449405671</guid><pubDate>Tue, 27 Mar 2012 20:00:00 +0000</pubDate><atom:updated>2013-01-24T22:38:52.967-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Misc.</category><title>Gaming Behavior, Sportmanship and 40k raging.</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;br /&gt;
  3675. &lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Greetings gentlemen,&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3676. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;today I would like to discuss a part of the game that plays a major role in the way people enjoy their gaming experience. And that is the attitude , sportmanship and behavior during a game , regardless if it is a tabletop game or an online one.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3677. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://www.threatormenace.com/wp-content/uploads/2012/02/Rage1-291x300.png&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;http://www.threatormenace.com/wp-content/uploads/2012/02/Rage1-291x300.png&quot; width=&quot;194&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;First of all , perhaps I may not be the most suited person to talk about sportmanship.... because it is true that I often hear from people complaints about the way I behave during games. Some people say that I am over-competitive , quarrelsome or even obnoxious during the game. Even a friend of mine got offended recently after we had a game during a local tournament..&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3678. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; Regardless of my behavior , I will state the obvious: that when you are playing a game , you ought to respect your opponent and make sure he enjoys the game as much as you do. When someone plays in a friendly environment , he will rarely come across someone who will play in an improper manner. However , when you step forward into more competitive gaming events and tournaments , it is almost certain that you will encounter someone who will cause frustration.&amp;nbsp; In such occasions , many people want to give their best to show their skill and claim a top place ( and prize ) that they will usually forget the whole &quot;game &quot; idea. It is not something nice or acceptable to do , but a tournament is a place where you could expect people to&amp;nbsp; demand strict precision during model movements and application of rules.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3679. &lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Furthermore , there is another category of&amp;nbsp; &quot; frustrating &quot; people , those who are not only rule-nazis , but those who will shout and argue furiously during the game when a assault move can&#39;t be made or when a dice roll goes very bad..&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3680. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://mobilecasino.ie/wp-content/uploads/2011/12/snake_eyes_dice.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://mobilecasino.ie/wp-content/uploads/2011/12/snake_eyes_dice.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&lt;/span&gt;&amp;nbsp; To begin with , not all people can be calm , and well , some of them are a little too excitable and perhaps more likely to shout or argue. Personally , I find it hard to restrain myself when a very bad dice roll occurs ( rolling 1,1 and 2 for a Ravener&#39;s assault move is not pretty when you have those str8 GK autocannons in your face ) and I believe that others share this weakness. Other people can be irritated when confronted by the rule-nazis mentioned above or when they realize that the opponent may cheat or otherwise attemt to &quot;bend&quot; the game rules.&lt;br /&gt;
  3681. &lt;br /&gt;
  3682. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Also , several people get carried away when playing a game. 40k is&amp;nbsp; a game who has many thousand fans , most of which find the game not only attractive , but they have fervor and passion too! And if you consider that the game board is the place where 40k comes to life , I guess it makes sense to hear people shouting &quot; For the Emperor!&quot; or &quot;Waaaagh! &quot; when they play , or doing other silly things...&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3683. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://famousartpaintings.mktos.info/images/paint-brushes-1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;212&quot; src=&quot;http://famousartpaintings.mktos.info/images/paint-brushes-1.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;Furthermore , many people spend several hours , weeks or even years to fully assemble and paint their army to the maximum quality they can achieve. When you spend so much of your time preparing your army with love and care for each model , this procedure creates some sort of bonding. For the artist , his works are much more than just a manifestation of painting skills , patient and talent. It is an exquisite expression of one&#39;s soul and feelings. Of course , the downside about being connected with the models is that you may get a grumpy face when that beautiful Voidraven that you converted and painted with full detail explodes before even touching the table!&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
  3684. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3685. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; Also , the age of gamers does play an important role. In fact , it is more likely to encounter young frustrating players than old. I am not really sure how adolescence plays a role here , but I assume that all this accumulation of hormones do play their part. Furthermore , young players are usually more ambitious and energetic while lacking the patience of older players and are not familiar with the concept of&amp;nbsp; &quot;losing a game &quot;. These hothead individuals will react intensely to a situation that will &lt;/span&gt;perhaps , annoy them.&lt;br /&gt;
  3686. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3687. &lt;/span&gt;&lt;br /&gt;
  3688. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3689. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;And finally , there comes the part of personal rivalries and the social part of the game. It is true that most gaming communities number a rather small number of people , who are likely to know each other , more or less.&amp;nbsp; It is also common to have a friend or acquaintance with whom they play regularly and thus it is acceptable to develop some sort of rivalry ( for the fun of it , of course! ) to add a little flavor to these games. Other people may not find certain players to be endearing , for whatever reason they do. Playing a game against a player that you don&#39;t like can cause some sparkle and even cause troubles for both players and those around them.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3690. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp; When&amp;nbsp; playing an online game, things become even more severe. The lack of personal contact allows people to express their anger or frustration in the most insulting and raw form , through the game chat or even pm’s and mails. Although this has little to do with 40k , it is an example of the way a game can affect people’s behavior. Thankfully , when insulting someone from the internet , it has little or no effect to their personal life.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3691. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://i2.photobucket.com/albums/y29/B2D/random%20crap/fuuuuface.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;233&quot; src=&quot;http://i2.photobucket.com/albums/y29/B2D/random%20crap/fuuuuface.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span lang=&quot;EN-US&quot;&gt;All things considered , 40k is a game meant to be played purely for our personal enjoyment , and to&amp;nbsp; have some fun with friends when playing or painting. The competitive part of the game sometimes scares me , because a player can easily forget the way the game is&amp;nbsp; meant to be played , when he is struggling for victory. Regardless of the level of competition , our game is played by people , and people have their weaknesses. Some people may be mad about something irrelevant to the game that happened to them , others might get&amp;nbsp; upset when their dice rolls dont match the statistics and some people might get upset&amp;nbsp; just because they care about ranking and a gaming “status”. Regardless of the way each and every one of us plays this game , we should make sure to make it a pleasant experience for both players , and to suppress those innate feelings of wrath that we might feel. After playing competitively for a long time , after experiencing ETC , I can tell you for sure that I miss those old days when I would arrange a game with a friend from the school and we would bring some fun , mediocre lists made by models and equipment we found cool. No spamming , no rage. Those games where true , distilled fun!&amp;nbsp; Trying to outclass everyone else in a tabletop game is meaningless and tiring for those who attempt to do it. So please , play this game in the way you enjoy the most. Perhaps the “ Most Important Rule “ that many of us forget so often , is indeed the most important….&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3692. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Thank you for your time. I know that some people will definitely be surprised to see an article for behavior written by me , but be assured , I also categorize myself in the examples mentioned above. &amp;nbsp;Please let me know what you think. Until next time , Guzzler , out.&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://amethystxenos.blogspot.com/2012/03/greetings-gentlemen-i-would-like-to.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://i2.photobucket.com/albums/y29/B2D/random%20crap/th_fuuuuface.jpg" height="72" width="72"/><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-3140555807995957467</guid><pubDate>Thu, 15 Mar 2012 18:06:00 +0000</pubDate><atom:updated>2013-01-24T22:39:21.894-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tactica</category><title>Vanilla Marines in the current Space Marines metagame</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Since the release of the Vanilla Marines codex back in the beginning of the 5th edition, we have seen some huge updates according the Space Marines in general. At first, there was the release of the new Space Wolves codex, which rapidly developed to one of the most competitive codices in the 40k scene, due the large amount of quality choices it contains. Then we had the release of the Blood Angels codex. The philosophy of this codex defers to the typical marine play-style. Here we see some really fast and mobile units supported by a very decent assault punch. Then we also made the first acquaintances with the FAQ concerning the Black Templars and the Dark Angels codices, which brought them dynamically, back in the competition. At last, we had the Grey Knights Codex, which develops a unique and more “elitist” play-style, which finds itself in favorable position against the other Space Marines armies. Suddenly the Vanilla Marines codex seems weakened and pretty much out of date after the releases of the other Space Marines codices, not only because of all the options of the new codices, but also because its tactics are by now “well-known” to each player. The critical question therefore is: “Are the Vanilla Marines able to compete in such a hard Space Marines metagame?”&lt;br /&gt;
  3693. &lt;div class=&quot;MsoNormal&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: left;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3694. &lt;/span&gt;&lt;br /&gt;
  3695. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://img.webme.com/pic/d/darkangelss/vulkan.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;http://img.webme.com/pic/d/darkangelss/vulkan.jpg&quot; width=&quot;201&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span lang=&quot;EN-US&quot;&gt;First of all, I would like to point out the main difference between the Vanilla Codex and the other Space Marines codices is the fact, that the HQ choice in the Vanilla Codex plays a huge rule according &lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;the muster of your entire army. Thing is, that the special characters of the codex in most cases &amp;nbsp;come along &amp;nbsp;with a “combat tactics” rule that influences your whole gameplay and consequently the decisions you will make for your army list. For example, if you choose Pedro Kantor as an HQ then you will most likely play around Sternguards, in order to enhance them with his “combat tactics” ability. Same goes also with Vulkan, Khorsarro Khan and Kayvaan Shrike. However, maximizing certain units, in order to get full benefit of your HQ’s ability, leads in my opinion to focused, but also very inflexible and fragile army lists. Additionally, those play-styles are pretty straight forward with no surprise elements to count on. As a result of this, the list you will create will be very &quot;HQ-oriented&quot; and also very one-sided, because it will be built around a single ability. This means that you will only have good matchups against certain lists that are not tooled out to face your specific play-style. However, you will have to make ends meet against each other possible matchup, because you will not have enough variety of units, who can distinguish in different roles, others than the one they are destined for.&lt;/span&gt;&lt;br /&gt;
  3696. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3697. &lt;/span&gt;&lt;br /&gt;
  3698. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://i268.photobucket.com/albums/jj6/mdt666/predator-wallpaper-1024.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://i268.photobucket.com/albums/jj6/mdt666/predator-wallpaper-1024.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span lang=&quot;EN-US&quot;&gt;If you don’t choose a special character like those&amp;nbsp;&lt;/span&gt;stated above, you will probably create a balanced army list, but also a mediocre one. Fact is that the choices of the Vanilla Space Marine codex have nothing special from their own. They are just balanced units, that don’t have notable highlights in order to make your army list competitive enough for the current metagame. By adapting to this balanced play-style, you are adapting to the typical Vanilla philosophy. You will not have large weaknesses against each possible opponent, but at the same time you will not have a certain special element to rely on. Many units, that in the Vanilla Codex count as “solid” are inferior to the same units of the other Space Marines codices regarding both their points cost and their performance on the table. For example the Rifleman Dreadnought is inferior to the Psyfleman Dreadnought of the Grey Knights, the Typhoon Speeders are inferior to the Typhoon Speeders of the Black Templars, the Devastators are inferior to the Long Fangs of the Space Wolves, The Predators and the Vindicators are inferior to the Predators and the Vindicators of the Blood Angels and finally the Tactical Marines are inferior to all the respective Marines of the other codices. Therefore the latter play-style is very disputable, due to the lack of efficiency in your units.&lt;br /&gt;
  3699. &lt;br /&gt;
  3700. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://www.irondogstudios.com/images/crimsonfists/RTcover_bg.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;230&quot; src=&quot;http://www.irondogstudios.com/images/crimsonfists/RTcover_bg.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;Finally, I believe that the solution for a decent army list lies somewhere in the middle between the above stated play-styles. One the one hand, you will need a special character, who can improve your units in order to make them more capable and give them certain advantages, in which only the Vanilla Marines codex has access. On the other hand, you must also look after variety in your units in order to be flexible and don’t lack in any aspect whatsoever. The current Space Marines metagame is undoubtedly really tough for the Vanilla Marines, but having a balanced army combined with specific elements as well as a good grasp of its capabilities, can still ensure you notable efforts in the competitive environment.&lt;br /&gt;
  3701. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3702. &lt;/span&gt;&lt;br /&gt;
  3703. &lt;span lang=&quot;EN-US&quot;&gt;Thanks for reading&lt;/span&gt;&lt;br /&gt;
  3704. &lt;span lang=&quot;EN-US&quot;&gt;Just-a-Justicar&lt;/span&gt;&lt;br /&gt;
  3705. &lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3706. &lt;/span&gt;&lt;br /&gt;
  3707. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3708. &lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
  3709. &lt;br /&gt;
  3710. &lt;/div&gt;</description><link>http://amethystxenos.blogspot.com/2012/03/vanilla-marines-in-current-space.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-7943164563662164676</guid><pubDate>Sun, 11 Mar 2012 20:33:00 +0000</pubDate><atom:updated>2013-01-24T22:20:24.088-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tyranid Tactica</category><title>A few words about the Tyranid Codex. Part2</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;br /&gt;
  3711. &lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Greetings,&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3712. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;First of all , I&amp;nbsp; apologize for taking so long to write this. I experienced certain “ technical&amp;nbsp; malfunctions “&amp;nbsp; that caused the loss of many hours of writing work.&amp;nbsp; From now on , I will use Word to write my text….. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3713. &lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Anyway , in this second part of the Tyranid tactica , I will attempt to give an analysis of the –not so many – ways that the tyranid units can be used to make a competitive list. I wanted to give a detailed analysis of each and every unit in our codex , but this is a task that has already been achieved with great success by many people before me. So , I will just recommend everyone to take a look at &lt;b&gt;&lt;a href=&quot;http://thetyranidhive.proboards.com/index.cgi?board=Tactics&amp;amp;action=display&amp;amp;thread=27197&quot;&gt;Loate’s Unit Tactica&lt;/a&gt;&lt;/b&gt; which helped me a lot when I started playing tyranids. &amp;nbsp;So , if you haven’t&amp;nbsp; read it yet , I would advice you to take a look before continuing with this article.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3714. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: large;&quot;&gt;TYRANID TACTICA&lt;/span&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3715. &lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjglOkzK_fCvFemW2vFsVEawGrkpGUAyVxKC3WphJblUMpQQuL2BL2QcUPHJjxoLHy0EbqiKOXEsDJIyHNK5nypBOHU3ryEiHtCEQ-3ZGHNeuXABGVHSdnQADxXxQcAeG0TPO5UrFEzflU/s1600/The_Great_Maw_Opens_Wide_by_MajesticChicken.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjglOkzK_fCvFemW2vFsVEawGrkpGUAyVxKC3WphJblUMpQQuL2BL2QcUPHJjxoLHy0EbqiKOXEsDJIyHNK5nypBOHU3ryEiHtCEQ-3ZGHNeuXABGVHSdnQADxXxQcAeG0TPO5UrFEzflU/s320/The_Great_Maw_Opens_Wide_by_MajesticChicken.jpg&quot; width=&quot;213&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;First of all , I need to point out the fact that the Tyranid codex can’t really produce many&amp;nbsp; competitive lists. Most of the units &amp;nbsp;are useless or overpriced and yet,&amp;nbsp; other units seem to be a bit&amp;nbsp; “ broken “&amp;nbsp; for the gaming standards. In fact , when I go to tournaments , I rarely encounter other tyranid generals , but when I do , most of them ( if not all ) use a list that is inspired by the list deployed by the player of Team Poland during the tournament of ETC 2011. The use of this list is pretty straightforward , and utilizes the Genestealer spam , with the FNP buff to overwhelm your enemy&amp;nbsp; with some good quality close combat goodness. A very good list with great potential&amp;nbsp; and one that certainly contains the best elements of the tyranid codex.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3716. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;However,&amp;nbsp; I have to admit that my experience with this list is quite limited and thus , I am not the most suitable person to write a tactica about that. In this article , I intend to focus on the tactics that I use and my personal philosophy around it , if you will.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3717. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;&lt;u&gt;&lt;span style=&quot;color: cyan;&quot;&gt;The &amp;nbsp;“Cell Structure “ List&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3718. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;It is said by many people that the tyranid codex makes a “Synergic “ army. Such a force includes units that can’t &amp;nbsp;perform well on their own,&amp;nbsp; but they rely on the mutual support of your other units to achieve their maximum efficiency. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;&amp;nbsp; The tyranid army is composed by 3 distinct classes of units:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;The small size class , which includes all the little critters such as hormagants and termagants&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;The middle size class which includes units such as warriors and hive guards&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span style=&quot;text-indent: -18pt;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; - The &amp;nbsp;monstrous size class which of course is composed by the big beasts:&amp;nbsp; Tyrants ,Trygons and the like.&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3719. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://wakeup-world.com/wp-content/uploads/2011/11/cells.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://wakeup-world.com/wp-content/uploads/2011/11/cells.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;A tyranid general tactics should include all 3 types of models , in a way that each one supports the other. Furthermore , each unit has its own , specific&amp;nbsp; characteristics and excels at a specific role. The swarm is performing well when it is used as a single “ organism “ , that uses its physical bulk and force of numbers to&amp;nbsp; overwhelm it’s enemy.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Thus , the Cell Structure idea , as I like to call it ,&amp;nbsp; describes an army that functions like a a living cell.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&amp;nbsp;Each cell contains a number of tiny organs that all contribute to its survival&amp;nbsp; and defensive properties. &amp;nbsp;A cell is also protected by a membrane , that prevents&amp;nbsp; all hostile factors from causing any harm to it’s more vulnerable content.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;This is how I thought that a tyranid army should work. Thus , my list is based on this specific picture and tries to&amp;nbsp; fuction much like a white cell that exercises &amp;nbsp;“ phagocytosis “ to consume germs and&amp;nbsp; debris alike.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;In my list , the role of the “ membrane “ is performed by Gargoyles. I use two units of gargoyles to provide cover for the rest of my swarm. Since gargoyles are pretty cheap , they become&amp;nbsp; a rather charming meatshield.&amp;nbsp; I also equip them with Adrenal Glands and Toxin Sacs and for a rather small point investment , I allow them to have satisfying lethality.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3720. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;From this point , I fill the “ balloon “ created by the gargoyle curtain , with units that play the role of the &amp;nbsp;cell “ organisms”.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3721. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Hive Guards and Zoanthropes for anti-tank.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Tervigons for their FNP buff and a steady production of termagants&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Flyrant for offensive support and Pref. Enemy buff.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;-&lt;span style=&quot;font-size: 7pt;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Raveners for an extra forward &amp;nbsp;push&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;text-indent: -18pt;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3722. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;I also use genestealers , but their function is never specific , but is rather based on the way the enemy deploys , the needs of the mission and the terrain arrangement.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Furthermore , I always make sure that every wave of my units moved at&amp;nbsp; - about- the same speed. For example , the tyrant follows the gargoyles for a fast moving offensive wave , while the raveners are held back to take care of anything that resists the assault.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3723. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;The hive guards are the major anti-vehicle power here , while the zoanthropes&amp;nbsp; primary role is to destroy Land Raiders and other high- AV vehicles.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;
  3724. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Tervigons are used in a much more defensive manner .&amp;nbsp; In the beginning of every game , their sole role is bestowing&amp;nbsp; FNP to certain units. At this point , I prefer not to risk spawning termagants. This is a strategy kept for late game, when the swarm numbers are thinned down , and a fresh wave of&amp;nbsp; termagants , with the Tervigon buffs will achieve to overtake any pockets of resistance that the opponent may still have.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
  3725. &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;And that is , more or less, how &amp;nbsp;I use Tyranids. I hope that my guide was comprehensive and helpful.&amp;nbsp; Please feel free to comment and offer your criticism in the comments below.&amp;nbsp; May the Hive mind watches over us all.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://amethystxenos.blogspot.com/2012/03/greetings-of-all-i-apologize-for-taking.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjglOkzK_fCvFemW2vFsVEawGrkpGUAyVxKC3WphJblUMpQQuL2BL2QcUPHJjxoLHy0EbqiKOXEsDJIyHNK5nypBOHU3ryEiHtCEQ-3ZGHNeuXABGVHSdnQADxXxQcAeG0TPO5UrFEzflU/s72-c/The_Great_Maw_Opens_Wide_by_MajesticChicken.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-6781946995594308979</guid><pubDate>Tue, 07 Feb 2012 16:22:00 +0000</pubDate><atom:updated>2013-01-24T22:20:24.087-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tyranid Tactica</category><title>A few words about the Tyranid Codex. Part1</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;Today I would like to share with you my thoughts regarding the Tyranid Codex in the dusk &amp;nbsp;of the 5th edition. To begin with , I am playing Tyranids and Blood Angels for several years. However , &amp;nbsp;I had abandoned the xenos race for quite some time, and decided to give them a try around a year ago. I was participating in the first ETC Greek team back then , and, having the Blood Angels place already occupied , that left me with the sole option of restarting my old army.&lt;br /&gt;
  3726. &lt;br /&gt;
  3727. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgc4LJjlAxD41m5riuNPmmYm_oEP2V1N2_wjn02t8c49vTb6UlZ9lFrfcc8n6nkBgfau4QJJnheJuvGcUAnQR7gMJr_XrQOPWSnySx2ysUB9ioJyfTbnqmTIXmaoYgAwE2gxv8mwEkx7cU/s1600/P9252316.JPG&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgc4LJjlAxD41m5riuNPmmYm_oEP2V1N2_wjn02t8c49vTb6UlZ9lFrfcc8n6nkBgfau4QJJnheJuvGcUAnQR7gMJr_XrQOPWSnySx2ysUB9ioJyfTbnqmTIXmaoYgAwE2gxv8mwEkx7cU/s320/P9252316.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&amp;nbsp;I can&#39;t say that I am not happy/content with the new codex. I find it to work perfectly well and I believe that to this day it still is very competitive. My personal game record has many victories with tyranids , greatly outnumbering my lost games. So, for me , tyranids are a winning army.&lt;br /&gt;
  3728. &lt;br /&gt;
  3729. &amp;nbsp;That said , I had a conversation with some tyranid players from other countries at the ETC tournament. I had the pleasure to chat with the &amp;nbsp;Team Wales Tyranid player , Filippo (who managed to get 1st tyranid player place in the tournament ). He told me from the beginning that &quot; &lt;span style=&quot;color: lime;&quot;&gt;our codex is s**t!&lt;/span&gt;&quot;. &amp;nbsp;After the FAQ came out, &amp;nbsp;the Tyranid codex got nerfed....badly...and that left us tyranid players with a rather mediocre codex to do our best. We also discussed about all the units included in the codex and we agreed that , of course , most of them are utterly useless in competitive gaming. As Filippo said &quot; the only useful units in the codex are the Tervigons , genestealers and Hive guards. Everything else seems to fail become worth its points. &quot;&lt;br /&gt;
  3730. &lt;br /&gt;
  3731. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguEp3R9JI4aVzl_85zIOjGHRqXXGPvx9xPLV-hnIHfifuLJcl-gMxd4xpI4LOBqVlq_1IqBSYumSJ9aC9YvwraAJzKzihcLSmtOsoHpOhNkfyebUXfTRnYo5OMaJZuzIvYuDPplMCpd7Y/s1600/1315577290146.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguEp3R9JI4aVzl_85zIOjGHRqXXGPvx9xPLV-hnIHfifuLJcl-gMxd4xpI4LOBqVlq_1IqBSYumSJ9aC9YvwraAJzKzihcLSmtOsoHpOhNkfyebUXfTRnYo5OMaJZuzIvYuDPplMCpd7Y/s400/1315577290146.jpg&quot; width=&quot;293&quot; /&gt;&lt;/a&gt;&lt;/div&gt;I believe that the words of Filippo would raise a few eyebrows among the tyranid generals of the ETC. In fact , most of the lists that were deployed in the tournament were copies of the Polish tyranid general list that he used in 2010 ( 3 Tervigons , 60 Genestealers and as many Hive guards and Hormagants possible ). The results of course seem to be disappointing for the future of the tyranid presence in the ETC...Filippo gathered &amp;nbsp;72 out of 120 points ( I gathered 65 ) and thus , that makes me believe firmly that we wont see many tyranid generals in this year ETC.&lt;br /&gt;
  3732. &lt;br /&gt;
  3733. I am mentioning the ETC simply as an example of what people of the competitive gaming scene think about our codex. I am sure that many of you are against the ETC tournament , for your own reasons , but I am only trying to share my personal experience with you. I am afraid that it is a fact that our codex is considered by top players/ teams to be obsolete.&lt;br /&gt;
  3734. &lt;br /&gt;
  3735. Now , if you allow me , I will present you my personal opinion about&amp;nbsp;&amp;nbsp;tyranids , as I have experienced them for quite some time now.&lt;br /&gt;
  3736. &amp;nbsp;I personally do not agree with the opinion of Filippo....or atleast , I do not agree completely. As I mentioned earlier, I believe that the Tyranids are a game-winning army. However it is true that when Cruddace wrote the codex , he opted to make a book based on the Tyranid middle-class creatures: Warriors.&lt;br /&gt;
  3737. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWijLDF9fwy0q8Qp_QyImyoIg2rgilZtqG5jxc43mqQrjtb-lUAFww6IrMsomh_HQaiy96a_FEilvrEdXRCGlkaLWnKjmcqNTClDWQD72-xg6MFQq6d7bJ69ao86iKBe9qk_x6R6TFtww/s1600/trygonAVATAR.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWijLDF9fwy0q8Qp_QyImyoIg2rgilZtqG5jxc43mqQrjtb-lUAFww6IrMsomh_HQaiy96a_FEilvrEdXRCGlkaLWnKjmcqNTClDWQD72-xg6MFQq6d7bJ69ao86iKBe9qk_x6R6TFtww/s320/trygonAVATAR.jpg&quot; width=&quot;179&quot; /&gt;&lt;/a&gt;&amp;nbsp;And so , with the new book , we have Tyranid Warriors as troops. They were buffed with an extra wound and a 5 point discount each. They were also given access to a bewildering variety of equipment , a brand new transport and an HQ Tyranid Prime that was making the whole Warrior ussue breaking the &quot; Over-powered meter &quot;. For a mere 360 points you could buy &amp;nbsp;5 warriors + prime &amp;nbsp;with power-weapons and a host of bonuses , as well as deep strike. Thus , tyranid generals were making a core of 2 warrior units with their primes , and the list was filled out with supplementary units , like tervigons and hive guards.&lt;br /&gt;
  3738. &amp;nbsp;Of course , you could still spam little critters with fleshborers and still have room for monstrous trygons. As a result of this amasing of power given to Warriors , GW decided to &quot; break &quot; the Prime+Warriors + Mycetic Spore combo by prohibing the deployment of &amp;nbsp;an IC with a unit in the spore. Automatically , warriors became one of the worst options in the Tyranid codex. They were now more susceptible to Instant Death , and without their Prime bestowing WS 6 upon them they were not so fancy in CC either. They simply became a non-appealing choice.&lt;br /&gt;
  3739. &lt;br /&gt;
  3740. That&#39;s all for today. Thank you very much for taking the time to read this. I would really like to know what is your opinion about our codex. In the upcoming part 2 I will give a detailed tactica about tyranids as well as sharing some thoughts about tyranids in 6th edition.&lt;/div&gt;</description><link>http://amethystxenos.blogspot.com/2012/02/few-words-about-tyranid-codex-part1.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgc4LJjlAxD41m5riuNPmmYm_oEP2V1N2_wjn02t8c49vTb6UlZ9lFrfcc8n6nkBgfau4QJJnheJuvGcUAnQR7gMJr_XrQOPWSnySx2ysUB9ioJyfTbnqmTIXmaoYgAwE2gxv8mwEkx7cU/s72-c/P9252316.JPG" height="72" width="72"/><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4656092536917725795.post-4283716064312073444</guid><pubDate>Sat, 21 Jan 2012 11:37:00 +0000</pubDate><atom:updated>2013-01-24T22:19:29.837-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Gallery</category><title>Progress of the Blood Angels</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;Today I am posting some pictures of the Blood Angels that I still have in progress. Hope you enjoy:&lt;br /&gt;
  3741. &lt;br /&gt;
  3742. &lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://fc07.deviantart.net/fs71/i/2012/021/e/0/land_raider_redeemer_of_the_angels_4_by_stefoserpent-d4n3qlu.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://fc07.deviantart.net/fs71/i/2012/021/e/0/land_raider_redeemer_of_the_angels_4_by_stefoserpent-d4n3qlu.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://th01.deviantart.net/fs70/PRE/i/2012/021/e/9/land_raider_redeemer_of_the_angels_3_by_stefoserpent-d4n3qjl.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;http://th01.deviantart.net/fs70/PRE/i/2012/021/e/9/land_raider_redeemer_of_the_angels_3_by_stefoserpent-d4n3qjl.jpg&quot; width=&quot;240&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://fc01.deviantart.net/fs70/i/2012/021/c/2/land_raider_redeemer_of_the_angels_2_by_stefoserpent-d4n3qgt.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://fc01.deviantart.net/fs70/i/2012/021/c/2/land_raider_redeemer_of_the_angels_2_by_stefoserpent-d4n3qgt.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://fc05.deviantart.net/fs71/i/2012/021/a/f/land_raider_redeemer_of_the_angels_by_stefoserpent-d4n3qf1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;http://fc05.deviantart.net/fs71/i/2012/021/a/f/land_raider_redeemer_of_the_angels_by_stefoserpent-d4n3qf1.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
  3743. &lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;More pictures of the Blood Angels can be found in my Deviantart gallery:&amp;nbsp;&lt;a href=&quot;http://stefoserpent.deviantart.com/&quot; style=&quot;text-align: left;&quot;&gt;http://stefoserpent.deviantart.com/&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
  3744. &lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
  3745. &lt;/div&gt;&lt;br /&gt;
  3746. &lt;/div&gt;</description><link>http://amethystxenos.blogspot.com/2012/01/progress-of-blood-angels.html</link><author>noreply@blogger.com (Unknown)</author><thr:total>1</thr:total></item></channel></rss>

If you would like to create a banner that links to this page (i.e. this validation result), do the following:

  1. Download the "valid RSS" banner.

  2. Upload the image to your own server. (This step is important. Please do not link directly to the image on this server.)

  3. Add this HTML to your page (change the image src attribute if necessary):

If you would like to create a text link instead, here is the URL you can use:

http://www.feedvalidator.org/check.cgi?url=http%3A//amethystxenos.blogspot.gr/feeds/posts/default%3Falt%3Drss

Copyright © 2002-9 Sam Ruby, Mark Pilgrim, Joseph Walton, and Phil Ringnalda