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Blood Vow

Happiness is success... (Buddha)

Monday, July 28, 2014

BAO Top Eight Armies

1. White Scars Bikers 1 Knight (Steve Sisk)
2. Drop Pod Ultramarines
3. Eldar
4. Triptide Tau Formation
5. White Scars Rhino Rush (me)
6. Necrons
7. Necrons
8. Drop Pod Ultramarines

Looks like the top army was running BikeStar.
Kor'sarro Khan (150)

Command Squad (220)
Company Standard
3× storm shield
power fist
Space Marine bikes

Chapter Master (260)
Space Marine bike
The Shield Eternal
digital weapons
artificer armour
thunder hammer

4x Space Marine Bikers (184)
2× grav-gun
Biker Sergeant
Attack Bike

4x Space Marine Bikers (174)
2× meltagun
Biker Sergeant
Attack Bike

4 Space Marine Bikers (174)
2× meltagun
Biker Sergeant
Attack Bike

4 Space Marine Bikers (189)
2× plasma gun
Biker Sergeant
plasma pistol
Attack Bike

Stormtalon Gunship (125)
Skyhammer missile launcher

Knight Errant (370)

1,846 points

Saturday, July 26, 2014

Space Wolf Rumors

Sagas are out, replaced with Warlord Traits
6 new Space Wolves Tactical Objectives
New Space Wolves Psychic Discipline: Tempestas

'Space Wolves Unleashed' Detachment FOC:
Identical to standard FOC, except may take up to 6 HQs
May re-roll Warlord Traits
Each unit joined by an Independent Character rolls a d6, on a 6+ that unit gains Outflank. Troops choices get +2 on this roll.

Great Company Formation:
1 Wolf Lord
1 Wolf Guard Battle Leader
1 unit of Wolf Guard
5 units of Grey Hunters
1 unit of Wolf Scouts
5 units chosen from [Blood Claws, Swiftclaws, or Skyclaws]
2 units of Long Fangs
Grants two special rules, source did not get them

Space Wolves Relics (Source didn't get rules, just name and type of item)
Armor of Russ (Armor)
Bite of Fenris (Bolter with two fire modes)
Black Death (Frost Axe, Rule: Whirldwind of Death)
Helm of Durfast (Wargear)
Fangsword of the Ice Wolf (Frost Sword)
Wulfenstone (Wargear)

Logan Grimnar - Lord of War - Points = Land Raider
Epic new model, comes with a sort of grav-chariot called 'Stormrider' pulled by two enormous Fenrisian wolves, but he can be used without it as well.
Treated as a vehicle, didn't get AVs, has a 4+ Invulnerable save and cannot suffer Penetrating hits (all Pens are reduced to Glances).
Gives Logan 4 S5 Ap- attacks on a turn when he charges.
Logan loses Deep Strike if he takes Stormrider
Lots of other cool rules, but didn't get those.

Njal Stormcaller

Ragnar Blackmane

Ulrik the Slayer

Canis Wolfborn

Harald Deathwolf
The resin Thunderwolf Cavalry character model assigned a name

Bjorn the Fell-Handed
Epic new plastic model, part of a box that makes a regular SW Venerable Dreadnought, Bjorn, or a new special character Dreadnought named 'Murderfang'.
No longer becomes a VP objective when he dies

Wolf Lord

Rune Priest
Starting at Mastery Level 2

Wolf Priest

Wolf Guard Battle Leader

Blood Claws Pack
12 points per model
Wolf Guard Leader upgrade available
May take a Stormwolf as a Dedicated Transport

Lukas the Trickster

Grey Hunters Pack (still have access to uber grit !!!)
14 points per model with a Bolter and Bolt Pistol
Any model may add a Close Combat Weapon for +2 points
One Special weapon per full five models still, but costs raised to same as C:SMs
Wolf Guard Upgrade available
May take a Stormwolf as a Dedicated Transport
No other information

Similar to old codex

Crazy-awesome special character Venerable Dreadnought
Wolverine + Dreadnought + Extra Insanity = Murderfang
WS5 BS3 S6 F12 S12 R10 I4 A4 HP3
'Murderclaws' with underslung Storm Bolter and Heavy Flamer
Special Rules:
Furious Charge
It Will Not Die
May take a Drop Pod
'Murderclaws' - A pair of enormous, even for a Dreadnought, Lightning Claws made of 'alien ice that never melts or loses sharpness'
S7 AP2 - Melee, Master-Crafted, Shred, Specialist Weapon

Venerable Dreadnought
Definitely has an option for a Helfrost Cannon
Can also have an enormous Power Axe and Storm Shield
Some special rules

Iron Priest
No new model shown in codex
Options appeared to be nearly identical to old codex, probably a couple points changes though
Can take a unit of 1-5 Servitors, rules also looked the same as old codex

Lone Wolf
Rules nearly identical to old codex, didn't get points cost
Owning player no longer gains a VP if they die

Wolf Guard Pack
This unit is just for Wolf Guard in Power Armor.
Same cost per model as before
Have a similarly wide array of options as in the old codex
May take a Stormwolf as a Dedicated Transport

Wolf Guard Terminator Pack
33 points per model with Storm Bolter and Power Weapon base
Options (any model in the unit can take these, this isn't all of the options though):
Thunder Hammer & Storm Shield - 15 points
Pair of Wolf Claws - 15 points
Power Fist - 10 points
Frost Axe - 5 points
Frost Sword - 5 points
Combi-weapon - 5 points
Heavy Flamer - 10 points
Assault Cannon - 20 points
Cyclone Missile Launcher - 25 points
May take a Stormwolf as a Dedicated Transport

Arjac Rockfist
Mostly the same

Wolf Scouts

Swiftclaw Pack
-5 points per model from old codex

Skyclaw Assault Pack
-3 points per model from old codex

Thunderwolf Cavalry
-10 points per model from old codex
Otherwise similar to old codex

As noted previously:
Stormwolf - Fast Attack
BS4 - F12 S12 R12 HP3 - Vehicle (Flyer, Hover, Transport)

Twin-linked helfrost cannon
Twin-linked lascannon
Two twin-linked heavy bolters - May be replaced with a Skyhammer launcher for free, or two twin-linked multi-meltas for 20pts
Ceramite Plating

Special Rules:
Assault Vehicle
Power of the Machine Spirit

Transport Capacity - sixteen models
Fire Points - none
Access Points - One ramp at the front of the hull

Stormfang Gunship - Heavy Support
BS4 - F12 S12 R12 HP3 - Vehicle (Flyer, Hover Transport)

Helfrost Destructor
Two twin-linked heavy bolters - May be replaced with a Skyhammer launcher for free, or two twin-linked multi-meltas for 20 pts
Two Stormstrike missiles - May be replaced with a twin-linked lascannon for 15 pts
Ceramite Plating

Special Rules:
Power of the Machine Spirit

Transport Capacity - six models
Fire Points - none
Access Points - One at rear of the hull

Helfrost Cannon
dispersed - R24" S6 AP3 Heavy 1, Helfrost, Blast
focussed - R24" S8 AP1 Heavy 1, Helfrost

Helfrost Destructor
dispersed - R24" S6 AP3 Heavy 1, Helfrost, Large Blast
focussed - R24" S8 AP1 Heavy 1, Helfrost, Lance

Helfrost - If a model suffers one or more unsaved wounds from this weapon, it must pass a separate Strength test for each wound suffered or be removed from play

Land Speeder Squadron
Same as Codex: Space Marines

Fenrisian Wolf Pack
Nearly identical to old codex

Long Fangs Pack
Couple of new options for squad leader, who is now called a 'Long Fang Ancient'
Might be able to take a Stormwolf/Stormfang as a Dedicated Transport

Same as Codex: Space Marines

Same as Codex: Space Marines

Same as Codex: Space Marines

Land Raider and variants
Same as Codex: Space Marines

Rhino and Razorback
No Helfrost Cannon option for the Razorback, same as Codex: Space Marines

Drop Pod
Same as Codex: Space Marines

Notable Exclusions from Codex: Space Marines
No Stormtalon
No Storm Raven
No Hunter or Stalker

Space Wolves AA options:
ADL w. gun emplacement

Friday, July 25, 2014

2015 is the Year of the Fly

I will be launching a world tour starting in Vegas at LVO. Prepare to be trammeled under armored boot.

Thursday, July 24, 2014

Objective Secured Troops - How Many Are Enough (updated 7-27-14)

So far it's looking like the major events will still be using objectives from the Eternal War missions so objective secured (OS) is a big deal. The Maelstrom missions with tactical objectives seems promising but a lot of tournament players have said it needs some work for competitive play such as eliminating cards that can't be scored. There are also tactical objectives you can score in theory but probably won't ever happen. I played my first game (2 vs. 2) using the Maelstrom mission this weekend—my team scored the vast majority of our victory points the first two turns racking up a big lead then slowly fell behind and couldn't close the gap. My team's armies weren't all that well designed for Maelstrom though while our opponents' were much better suited for it (Space Marines vs. Tyranids). Also I was more focused on eliminating enemy units I deemed the highest threats opposed to scoring tactical objectives and as the game progressed it became nigh impossible to secure objectives in the enemy deployment zone (e.g., Tervigons spawning gants to gain positional dominance).

I realized this type of format really helps armies not deemed top tier become more competitive—it's really good for the Hive Mind and they are very good at adapting to change. I do think with a lot of the big events featuring multiple primary goals there is definitely a place for the Maestrom missions and it will make games more fun to play as opposed to what we are used to traditionally playing. For example I personally like how Reecius has incorporated this into his BAO mission format.

Objective Secured
Now that the vast majority of units score the question is how many OS are needed? Is it possible to get by with only two OS units with dedicated transports (i.e., four total)? If this is a reliable number (or even three) it will open up some new possibilities for designing our army lists.

From a Space Marine perspective I think drop pod armies are going to be very competitive and we will start to see more of them. A lot of armies struggle to eliminate four or more drop pod units over the course of a game—assuming of course they are not all dropped right at the enemy door step. Mixing in bikes with drop pods gives the army mobility which it needs to deal with fast enemy armies.

Here are two OS units I have found competitive for this type of army:

Tactical Squad
5x Marine - special weapon
Sergeant - combi weapon - meltabombs
Drop Pod

This squad is roughly 150 points. You can select the special weapon and combi weapon based upon what works best with your overall army.

Bike Squad
5x Biker - 2x grav gun
Attack Bike - multi-melta
Sergeant - combi grav - meltabombs

This squad is roughly 200 points. The grav guns and multi-melta provides anti tank so you can take plasma weapons for your tactical squads. Obviously a bike mounted Chapter Master is your first choice for an HQ so the bike squads count as troops. The HQ, two tactical squads and two bike squads totals around 950 points providing the core for your army.

You can exchange one tactical squad for a Sternguard Veteran squad. A five man squad with four combi meltas, heavy flamer, meltabombs and a drop pod is 210 points which is a great deal for what you get and brings the core cost up to around 1000 points—so there are still a lot of points left over - you could easily work in a Centurion Devastator squad, Thunderfire cannons, Stormtalons, etc... There is a lot of flexibility here for higher point games.

So while these examples are based upon Space Marines the same type of philosophy can be applied to other armies. There is a need for durable scoring units that can get to where they need to be plus some overall mobility. I do find this to be somewhat of a challenge for pure Tau armies unless they use the Farsight Enclave supplement (i.e., Crisis Suits as troops) or field some Devilfish. Eldar should have no problem on the other hand.

The game has changed more than some first thought with the release of seventh edition and players are still adjusting. The Maelstrom missions has breathed some new life into the game so we must adapt. The game is more dynamic now with the focus on destroying high threat enemy units on the decline. A well designed tactical army should be able to compete with the old deathstars that for so long have dominated the game.