Friday, February 11, 2011

Friday Odds and Ends

Busy weekend coming up.  

I have two hard training rides to do, an especially tough one Saturday, so a good chunk of my weekend will be invested in bike related activity.  Saturday afternoon I plan on doing a lot of gluing.  I'd like to have all my miscellaneous projects at least assembled by Sunday night.  Right now I have sitting in boxes...

Assault Terminators
5x Land speeders
A Rhino that will be magnetized into a Razorback as needed
3 Predator turrets that I have to magnetize between Destructors and Annihilators.  

So that's a lot of assembling.  I'm not going to lie, I probably won't finish it all.  But hopefully I'll get a bunch done.  It would be nice to start playtesting some of the 'Ard Boyz lists I've been posting.

Sunday afternoon I have an Adepticon playtest game against a Dwarf list.  I should have a battle report for you on Monday for that one.  It will be an interesting match since chariots can really get messed up by cannons. 

Sunday night I'm going to put my Eldar army up on eBay.  If it doesn't sell (again) I'm going to list the units individually, since it seems well painted individual units sell for above retail, but well painted entire armies sell for below retail.

Adios until Monday!

Thursday, February 10, 2011

More BT 'Ard Boyz Craziness

Wheels are turning in my head.  BroLo made a nice reply to my email on 3++ which made me think some more.  So I went back to the lab- which is located in the part of my brain where I think about important things like world peace and oatmeal- to brew up something new and fun.

Clearly, I didn't paint this.

Drop Dreads.  I was in love with the idea of MM drop because of the old BT drop pod rules.  They wouldn't come in turn 1, and thus my opponent couldn't avoid them with reserves games.  BroLo pointed out, though, that it's a double edged sword in that I couldn't count on them coming when I needed them.  I took that thought, and it made me realize what the point of melta weapons in a list is.

Melta is more useful the earlier in the game.  By the same token, the later in the game it gets, the less useful melta weapons become.  Popping a Land Raider turn 2 when it's still in the midfield is great.  Popping it turn 4 after it unloaded 7 assault terminators in your backlines is still nice, but it's not the optimal situation.

So if I drop the MM dreads, I still need melta.  I'm already planning on using two Rhinos containing 5 initiates packing double melta for midfield pushing.  A possibility would be ISTs with double melta jacking a razoback or two for transport, but by August there is a definite possibility that allies will be out, and call me a fluff bunny but I hate using allies with BT.  So I replace a dread with a double melta crusader squad.  Now I have the full complement of troop choices filled.  I still have 160 points left to play with.  Heavy Support = full.  Troops = full, fast attack = full.  Elites?  Open.  Tank Hunting Ven Dread back in to reach out 48" with a Str 10 TL Lascannon.

So the list...

EC with AAC
10x Assault Terminators
Venerable Tank Hunting Dread with TLLC and Missile Launcher
3x5 Initiates in Rhino w/Smoke + Extra Armor w/ MM, Meltagun
3x5 Initiates in TLLC Razorback w/ Smoke w/ Lascannon and Plasmagun
5x Land Speeder Typhoons
3x Predator Destructor w/ Lascannon sponsons

Total: 2,498

Stats:

13 lascannons
3 Multimelta
3 Meltaguns
11 Missiles
5 Heavy Bolters
3 Plasmaguns
3 Autocannons
15 vehicles
Can threaten 16 opposing units per turn.

I'm much happier with this incarnation than the previous.  I have just as many vehicles, more scoring units, the same amount of melta, 4 more lascannons, and only 3 less missile shots.

Thoughts?

Wednesday, February 9, 2011

Orcs and Goblins 8E Magic Pics Leaked

Hey look what was on GW's site...


Those spells look interesting.  Big blocks of Goblins won't be outflanking many units, but Spider Riders certainly will.  So yeah, Spider Riders with rerolls of to hit and to wound and armor piercing.  That isn't a bad spell for the right army.  On the Orc side, they get a character sniping spell as their signature spell.  I like that a lot.  No idea what the Lore attributes are yet, but I suspect they will be fairly strong based on just the names.

Looks like the OnG will have some offensive magic ability in the new book.

40k: The Two Meanings of Balanced

Yesterday I talked about how many people create lists with only shooty units and no close combat element, and claim their lists to be balanced.  To summarize it, my contention is that a list who can only compete in the shooting phase can never be balanced.

Now this is balanced.
Why are people confused about this?  Because there are two distinct concepts being talked about when people say "balanced" and it isn't always clear which they are talking about.

Generally, what people are talking about when they say their all shooting list is "balanced" means that they have enough variety in their firepower-only list to kill 'all-comers.'  They have enough melta to kill heavy armor, enough missiles/autocannons to kill light armor and MCs, enough flamers/missiles to kill hordes.  In short, their shooting isn't one dimensional.  They won't roll over and die to hordes, and neither will they get smoked by 5 Land Raider lists.  Thus, they can say their list is an "all-comers" list and thus, "balanced." 

However, there is a distinct difference between lists that can "shoot it all" versus lists that can "do it all."  Being able to do everything is far superior to solely being able to shoot everything.  You can out shoot some of the people some of the time, but you can't out shoot all of the people all of the time.  And the ones who can out shoot you, you better be able to out fight.

"Balanced" should apply to your offense, as well as your defense.

Tuesday, February 8, 2011

40k: Non-linear List Writing

So this is going to be a theory-hammer article, so once your eyes glaze over, feel free to move on.  In Magic the Gathering, deck design has evolved considerably over the last 10-12 years, from very straight forward strategies to completely non-linear strategies.

What your 40k list shouldn't be.
Without getting too deep into Magic decks, in 1998 the epitome of defensive/control decks was a deck with 26 counterspells, 4 removal spells, 1 creature as your only path to victory, and the rest land.  The plan was to literally counter every threat your opponent casts, and if you can't to use your board sweeper spells to clear the plate.  Eventually your positional advantage will be so great that your single creature can ride to victory.  Today, the premier control/defensive decks might only run 8 counterspells, and a dozen or so creatures.  They utilize a variety of situational and tricky cards with complex interactions to create overwhelming positional advantage.

Combo decks, or decks that utilize a particular combination of cards to produce either infinite resources or simply do 20 damage in one shot.  In the late 90's the premier combo deck was Pros-Bloom.  This deck utilized a 4 or 5 card combination to produce about 200 mana, which was used to cast a direct damage spell sufficient to kill the opponent in one shot.  It was powerful, but fragile.  All the parts of the combo were necessary for success.  If your opponent disrupted the combination at any point along the process, it would fail and automatically lose.

Modern combo decks are much, much different.  Generally, rather than utilizing a single 5-6 card combination, they use multiple 3-4 card combinations.  And usually, the combinations use a crossover of the cards, so that no matter which cards you draw, there is a path to starting a game winning combination.  This is significantly more difficult to defend against.  You can't just shut down one aspect of the combination and bring down the house of cards, because none of the individual pieces of the deck are integral to the success of the combination.

That is the key concept that translates over to 40k.
Good 40k lists shouldn't have a single path to victory.  It's fairly well understood that rock lists are bad, and balanced/all comers lists are good, so we aren't breaking new ground there by advising people not to play double storm raven rock lists.

More important is the concept of a single point of failure in balanced lists.  Oftentimes, you will see so called "balanced" lists that can only win in the shooting phase.  I agree whole-heartedly that 40k is primarily a shooting game with close combat a distinctly disadvantaged strategy.  While I've often repeated this as a personal rule, firepower alone will rarely win games.  There will be times when you can't shoot the last guy off an objective.  There will be times when you can't kill all the FNP Incubi before they reach your gunline.  

If your strategy falls apart because your opponent figured out a way to reach your backlines with close combat units, that's a single point of failure, and it isn't possible to label your list as "balanced."  The so called "balanced" firepower only lists do a good job of redundancy and MSU so that no individual unit is the single point of failure, but since they rapidly fold in close combat, the entire phase is the single point of failure.  That is not balanced list building.  Even the shootiest codices, IG and Tau, get around this.  IG use sacrificial units and/or Stubborn infantry blobs to account for the close combat phase.  Tau use Kroot bubble wrap to buy several turns of protection from close combat.  This is how they avoid the close combat single point of failure.  

If those armies can conceive of a plan for close combat, why do we continually see Space Marine lists (which have less overall firepower than the shooty codices) bringing no close combat units better than 5 man combat squads?  So the Marine lists bring less firepower than IG, and have even less of a plan for the assault phase than the IG?  And that is called balanced?  No, that is not balanced at all.  That is how you go 2-3 in a tournament and wonder how your "balanced" list let you down.

Remember the article on Who Is the Beatdown?  There will be match ups where you have to be aggressive, and match ups where you have to sit back and shoot.  Having a non-linear, multi-dimensional paths to victory greatly facilitates your chances of being able to shift roles successfully when the time to do so arises.  That is balanced.

Monday, February 7, 2011

A post completely devoid of meaningful content

Hey all.  It was a busy weekend for me, and I did nothing hobby related.  I drove to Gainesville Friday night, got two hours of sleep and raced Saturday morning.  I got a good night's sleep after the race and was back at the race Sunday morning.  I left Gainesville after lunch and had a long ride home, followed by dinner and the Superbowl. 

I got some bad news in that Fantasy 'Ard Boyz Prelims will be held during a weekend when I'll be out of town for a wedding.  I was really hoping to make the Semis in Fantasy and 40k this year a major competitive goal, but it looks like that won't be happening.  We'll see how it goes, I'm trying to convince the LGS to do the tournament on the Sunday rather than Saturday, but the owner said he will only do that is 100% of the participants agree.  Fat chance of that happening.  Hopefully Adepticon goes well, so I can at least have one decent Fantasy result for the year.

On the 40k side, I made a pretty big bitz order along with some magnets.  I should be able to make any combination of Rhinos, Razorbacks, and Predators.  If I have enough magnets left, I'm going to magnetize my land speeders so I can switch between Typhoons and MM/HF.  Should be some fun modeling projects upcoming.  I'm hoping to have my 'Ard Boyz 40k list more or less together and painted by May, which would give me the time to playtest and make changes in time for the Prelims.

Tomorrow I should be back in the swing of things with posts with some actual content.  Adios.

Sunday, February 6, 2011

Real Life: I Raced



Really short time trial, but the shorter they are, the harder/faster you have to ride. The two 90 degree corners really brought down the average speed. My official time was 5:20, which was good enough for second place. I'm getting used to finishing on the podiums. Winning is addictive.