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Showing posts with label Forge World. Show all posts
Showing posts with label Forge World. Show all posts

Thursday, January 31, 2019

Forge World Beta Rules Review for Adeptus Custodes


Hello everyone it’s me, Black Blow Fly, here to discuss the current state of Warhammer 40k. This week Forge World released a new set of beta rules for their Adeptus Custodes... wow !!! They really hit the ball out of the park this time and that’s saying a lot knowing what a debacle they have been so far throughout this Edition. It just seems like Forge World is finally getting back on track again.

These new rules are truly a game changer. If you play Custodes (pronounced KUS TOAD EEZ) you know that they had certain hard limitations such as a distinct lack of ranged weapons that could effectively deal with enemy armor such as Knights. Now finally we will start to see some competitive mono faction lists that don’t solely revolve around their Dawneagle jetbikes - they have an answer to all of the current top tiers armies. The first set of beta rules were simply teribad... it was impossible for me to ever figure out how to ever decode them and everything was way over-costed.

There are lots of really awesome units to choose from and I’m going to cover the ones that caught my eye. I can’t cover them all and if I don’t include a unit you like it doesn’t mean I don’t think they are competitive or fun to play now. I looked at every unit and want to choose those that provide what was lacking. I will give some honorable mentions at the end of this article. Feel free to discuss any unit you like in the comments for further discussion here.

The first one is the Telemon dreadnaught which is the Custodes version of the Leviathan. My build is the Caestus, Bolt Launcher and Storm Cannon which weighs in under 300 points. The Telemon can do it all and is very resilient - 2+ save, T8, 14 wounds and a 4++ invulnerable save plus the 6+++ feel no pain. It’s also an amazingly beautiful model. The Telemon is a Knight killer and will make an intelligent opponent pause before charging it... its Caestus is a S16 dreadnaught close combat weapon rocking a flat four damage for every wound that goes through plus it has a heavy plasma flamer built into it. The Bolt Launcher is anti horde and can fire twice if it doesn’t move. The Storm Cannon has two modes of fire and is its ranged anti armor weapon. You can use a stratagem so it can deep strike to protect the Telemon from aggressive enemy alpha strikes as well.

My second favorite unit is the Calidius Grav Tank clocking in just over 200 points. This Grav Tank is the equivalent of flying Hive Guard which is simply disgusting. The Calidius is best armed with aAccelerator and Bolt Cannons. It has Power of the Machine Spirit so you can really take advantage of its sweet sweet BS2. The 5++ invulnerable save is really nice as well plus your opponent must subtract 2" from any roll to charge it... combine that with the good old Tanglefoot stratagem and it’s an extremely hard target to pin down and since the Calidius had the keyword Fly it can’t be shut down.

Both of these units above are heavy support filling a big gap that was previously missing for Custodes. As I said there are plenty of other great units to choose from as well such as Sagittarum Custodians which are also another heavy support choice. The Pallas Grav Tank is a fast attack choice and clocks in at an amazing 100 points ! Another unit that caught my eye are the Aquilon Custodians which are an alternative to Allarus and can be armed with a 12" ranged flamer... yep they can deep strike and bake some horde all day long... hahaha !!!

So there you have my initial thoughts on the new beta rules for Adeptus Custodes. Let us know that you think are the best choices and what you’d like to play.

Thursday, December 17, 2015

Dreadnaught 101


Hey everybody it's your friendly neighborhood Black Blow Fly swinging through your neck of the woods to spread some holiday cheer and mischief ! A lot of people say the dreadnaught is no longer competitive with all the xenos monstrous creatures that are so popular these days. The thought is that a dreadnaught can be one shotted which while true is something that can be mitigated. If you think about it dreadnaughts are about as close as you can get to a monstrous creature for Space Marines.

So let's take a look at the dreadnaught and see what is has to offer and what can make it competitive. It has its strengths and weaknesses like any other unit... The right build and possibly a transport can make them truly shine.

Strengths and Weaknesses


Strengths
If you play Space Marines you know the basic dreadnaught got a nice boost with four base attacks now - this was a great buff - first and foremost S10 AP2 is no joke, especially when striking at initiative. This is a natural counter to deathstars, Imperial Knights, other super heavies and monstrous creatures... Even the mighty gargantuan must take heed.

There are several variants that stand above the rest:

  • Contemptor (Forgeworld)
  • Furioso
  • Ironclad
  • Leviathan (Forgeworld)


All of these chassis have a fundamental component in common:

Front armor 13 which is what opposing models strike against in melee. The Ironclad and new Leviathan also have side armor 13 which is huge as a lot of armies really struggle versus this level and is impervious to the majority of ranged weapons. The Contemptor and Leviathan also have an invulnerable save which is huge in itself.



Both the Contemptor and Leviathan are from Forgeworld with lots of options for a high degree of customization... You pay for what you get. My standard Chaos Contemptor always has a heavy conversion beamer which can drop a S10 AP1 large blast - place it on the back line and in a corner if necessary to maximize range... It can easily earn back its points. I remember one sixth edition game versus Tau in which the Contemptor almost single handily beat a highly optimized army.

The Mortis pattern Contemptor with dual Kheres assault cannons is another monster - 12 BS5 shot at S6 that rend - plus it has free access to Skyfire as well.

The new Leviathan is truly a beast in close combat and can even take out gargantuan creatures... That's pretty amazing !!! It's siege claw can generate additional wounds in close combat which gives it the ability to go toe to toe with super big baddies such as even a Wraithknight. The Leviathan has the equivalent of assault grenades and strikes at initiative 5. It also has a 4++ invulnerable save and access to immunity to ranged melta weapons via Ceramite Plates. 4 hull points is also another big plus. This is the most survivable walker... Sure it's a lot of points but you get it all back in spades.

The best build for The Furioso is a frag cannon and heavy flamer - two S6 rending templates followed up with a heavy flamer template. This weaponry provides you direct access to ignoring cover saves... The drop pod for delivery is the way to go with this one.

There is another walker that should be mentioned - the Soul Grinder which also falls into this tier and has an invulnerable save as well. While it's technically not a dreadnaught it's basically the same thing with its own unique rules.

Finally there is the Maulerfiend which has become quite popular with the advent of Khorne Daemonkin. While extremely fast with a 12" move its armor 12 and like the Soul Grinder has WS3 which basically halves it's number of attacks in melee. They are good at what they do and fairly cheap for what you get but not my style.

Monstrous creatures tend to struggle versus armor 13 in melee since most are base S6... this means they must use Smash attack (S10) which is only one attack. I have seen a single dreadnaught hold up a host of dark eldar Talos for several turns while slowly whittling them down. To me this is a big deal if properly exploited.

Basically you have to decide if you want your dreadnaught geared for melee or shooting - some can do both quite well too. I tend to for the combination which makes them more versatile.

Weaknesses
As I mentioned earlier the biggest weakness is one shot can destroy any dreadnaught. The melta bomb is also really bad news which bypasses Ceramite Plates. They are also slow. The good news is these cons can be mitigated to a strong degree if yours willing to invest in the right transport which brings us to our next subject...

How to deliver the Dreadnaught

If you go big then you go strong. A basic drop pod is the bare minimum standard required to get them where you need them. My philosophy is in for a penny in for a pound... Lucius pattern drop pods, the Dreadclaw and Stormraven are your best options. The beauty of the latter two transports is they are both flyers and can deliver the dreadnaught directly into melee.



I often run two Mortis pattern Contemptors with the dual Kheres assault cannons, both riding in separate Dreadclaws, for my 30k Sons of Horus army. You can take them in a talon which means they both arrive the same turn. They seem to always do something spectacular.

Favorite Builds


Chaos Contemptor - Extra armor - Heavy conversion beamer - DCCW with plasma blaster - Havoc missile launcher - Dedication to Khorne

He is not cheap but he has never failed to impress and has won many games for me. He actually does not require a transport due to range of his primary weapon.

Leviathan - Siege Claw (inbuilt meltagun) - Storm cannon - Armored Ceramite

Conclusion


A lot of people will tell you that the dreadnaught is not competitive but I have seen them do very well. It is an investment in points to get the most out of a dreadnaught and they are suited towards particular types of armies. The Forgeworld models are really awesome looking and fun to play... so check it out.

Sunday, July 05, 2015

Chaos Knights & Kytan Daemon Engine • Forge World rules






The Kytan will be a real game changer for Chaos Space Marines - especially with all the special rules, greater number of attacks and higher weapon skill and inititative !

Chaos Knight of Khorne included in a Daemon army (and containing the Daemon special rule) opens up opportunities that normal Knights don't have. First and foremost being the Grimoire leading to 2+ Ion Shields (and 3+ on all other facings, including in combat, and 2+ if a Cursed Earth is nearby) and guaranteed access to Invisibility via Be'lakor.

Friday, January 09, 2015

Deredeo dreadnaught from Forgeworld


Can't wait to see the rules - sure hope it has Skyfire !

Check this out - picture from dinodoc...

Thursday, October 24, 2013

Why Forge World is Cool • Badab War Campaign


I think Forge World made a brilliant move yesterday releasing both the rules for Space Marine Chapter Tactics and Special Characters from the Badab War. The rules are available for free so if you have access to the Internet it doesn't cost you anything (other than accessing the web). Hopefully Games Workshop will learn and of course they own Forge World. I have already seen a lot of local campaigns cropping up... It's Space Marine versus Space Marine!

Here is a brief summary of the Badab War from Wiki:

The Badab War, fought between 901.M41 and 913.M41, was one of the most insidious and dangerous internecine conflicts to wrack the Imperium of Man in recent history, made all the more lamentable because the unthinkable had occurred. As a result of a conflicting nexus of honour, treachery, politics and greed, several Space Marine Chapters turned Renegade against the Imperium and bloodshed and outright civil war ensued -- a war which turned entire armies of the Imperium's most powerful warriors against each other and in doing so swept millions to their deaths in its turbulence.

Such was all the result of the treachery and hubris of the former Chapter Master Lufgt Huron of the Astral Claws Space Marine Chapter, the self-styled and infamous "Tyrant of Badab." The carnage wrought amongst the stars of the Maelstrom Zone during this conflict was such that it rocked the faith and order of untold Imperial worlds never touched directly by its violence, and caused loyal subjects to look upon their Adeptus Astartes protectors with fear. Such were the dire sins and hidden truths that lay behind the war, that a pall of secrecy and lies descended about the conflict even as it was fought.

The rebellion was eventually put down by the forces of the Inquisition and those Astartes Chapters who remained steadfast in their duty to the Emperor of Mankind, but its instigators, the Astral Claws, wholly given over to Chaos in the course of the conflict, turned Renegade and its survivors become the infamous corsair band of Chaos Space Marines known as the Red Corsairs. The Red Corsairs are led by the treacherous Chaos Lord named Huron Blackheart, a vicious Champion of Chaos Undivided who is now nearly unrecognisable as the once-noble Lufgt Huron. Blackheart and the Red Corsairs currently dominate a large Chaos empire within the Warp Rift known as the Maelstrom in the Eastern Fringes of the galaxy. There Blackheart plots his vengeance upon the Imperium and prepares to build a new empire dedicated to the Ruinous Powers that will bring the demesne of the Traitor Legions within the Eye of Terror to shame.


Here are the Space Marine Chapters and other forces involved in the war:

Loyalists
- Carcharodons (entire Chapter)
- Exorcists (5 companies)
- Fire Angels (entire Chapter)
- Fire Hawks (entire Chapter)
- Howling Griffons (approx. 250 Astartes)
- Marines Errant (6 companies)
- Minotaurs (entire Chapter)
- Novamarines (2 companies)
- Raptors (4 companies)
- Red Scorpions (8 companies)
- Salamanders
- Sons of Medusa (equivalent of 5-6 companies)
- Star Phantoms (entire Chapter)

- Inquisition
- Imperial Guard
- Legio Crucius
- Battlefleet Karthago
- Battlefleet Solar (Reserves)
- Inquisitorial Storm Troopers
- Ordo Hereticus

Traitors
- Astral Claws
- Executioners, Lamenters
- Mantis Warriors, Tyrant's Legion
- Battlefleet Maelstrom

Casualties
Extensive losses amongst all Loyalist Adeptus Astartes assets

Over 5 billion dead as a result of destruction of Badab Primaris; thousands of Secessionist Astartes and millions of civilian dead

Status - Imperial Victory

The Astral Claws were all but wiped out, approximately 200 survivors fled into Maelstrom and became the Red Corsairs. The remaining Secessionists from the Executioners, Mantis Warriors and Lamenters undertook a 100 year Penitent Crusade to atone for their crimes. The entire population of Badab Primaris was exterminated and the planet rendered a Dead World.

Sunday, June 16, 2013

Chaos Cultists as your Main Troop Choice


I have been following the major national events this year and it looks like cultists are in while Chaos Space Marines are out. As I predicted many of the competitive Chaos players are now using both the Chaos Space Marine and Daemon codices to build their winning armies. Daemons are the preferred choice for the primary detachment. Chaos Space Marines are an ally and what you typically see is as follows:

• Flying Nurgle Daemon Prince with the Black Mace,
• One to two squads of cultists,
• One Heldrake,
• Maybe one squad of Obliterators

No Chaos Space Marines.

I knew that cultists would be popular and that allies is the right way to go but I am both surprised a bit and sad to rarely see any Chaos Space Marines. I suppose the underlying thought is Chaos Space Marines are too costly and not worth their points. Cultists on the other hand are cheap as chips and are there only to score objectives. Typically cultists are held in reserve to lengthen their life on the table... When they arrive they jump on top of an objective and go to ground - it's just that simple.

I have been having good success with both Khorne Berserkers and Plague Marines. You have to build your list around Berserkers to a certain extent since they need land raiders to be effective. Plague Marines on the other hand are much more resilient and can work in rhinos. Thousand Sons still have all the same problems as the last codex... Namely easy cover negates the effectiveness of their AP3 bolters. I don't think Noise Marines are all that competitive either - you are spending a lot of points for a small blast S8 AP3 template that ignores cover.

At this point the meta still seems to greatly favor shooting over melee but I am seeing some assault heavy armies dominating the national level at this point in time which was quite evident at WarGamesCon a couple of weeks ago. In fact neither of the two Saber platform|Thudd gun heavy armies were able to crack the top three and only one made it into the top five. Assault was the king. Super shooty gun line has problems scoring objectives outside their deployment zone.

It's still too early to say which way the national scene will go with the inclusion of Forge World 40k approved units... It seems to be an even split so far in terms of events allowing its use or not. Maybe the release of the new Imperial Armor book from Forge World scheduled for next month will help TOs to decide one way or another going into the 2014 season. Based upon what I've seen so far the use of Forge World doesn't seem to have all that much impact with the exception of some formidable anti-flyer defense.

So back to the topic of cultists and Chaos Space Marines (CSM)... Like I said I'm a big fan of CSM and they will be featured in all of my Chaos armies. I think they still have a role to play in competitive 40k. One of the major shortcomings of the CSM codex is the lack of reliable delivery. Space Marines have their cheap drop pods which has helped to keep them competitive. Rhinos on the other hand seem to be more of a liability than anything else. Daemons have plenty of fast resilient units such as Daemon Princes, some of the Greater Daemons (BT & LoC), Flesh Hounds and Plague Drones. The main question is how do you make CSM be competitive and worth their points versus other units that are less points, more resilient and more Killy ? Obviously it requires a certain type of build and I think that Plague Marines are the best choice... Sure they aren't cheap but they are both tough and quite Killy. A mono Nurgle list using both CSM and Daemons can work - this will be my next project so expect to see more here soon.

Wednesday, January 02, 2013

40k Editorial - Forge World and the Wild Wild West


I just had an interesting conversation yesterday with a local friend regarding the use of Forge World for competitive play. Basically I got the message there is a line drawn in the sand... You're either pro Forge World or anti Forge World. I think this is a really bad stance to take and I'll discuss why.

Friday, November 02, 2012

First shot at Legion Space Marine army list • Horus Heresy Betrayal


I had lots of time to read the new Forgeworld book for Space Marine Legions on my flight over to Cali today... The Primarchs are too expensive pointswise for a more conventional army... Abbadon is just horrible unless I'm really missing something.

This is a great codex for Space Marines in general and I'd love to see something along these lines for the next 40k Space Marine codex. You can definitely build lists along the lines of a conventional army you'd see in normal 40k. There are many units in power armor too... you can go nuts building a Space Marine infantry list.

Here is my first shot at an army list (2000+ points)...

Note - I've made a few minor tweaks to the list to make it actually legal. The Justaerin terminators are now a command squad which opens up another much needed elite slot.

- HQ -

Praetor (similar to a Chapter Master)
* Cataphractii Terminator armor (4++ invulnerable save, Slow & Purposeful)
* Master crafted Paragon blade
* Volkite charger (S5 AP5 assault 2 R15")
* Digital laser
* Grenade harness

Librarian (Level 3 Psychic Mastery)
* Cataphractii Terminator armor
* Force Stave
* Volkite charger

- Command Squad -

3x Justaerin Terminator (WS5, 4++ invulnerable save) /This unit is joined by the two HQ
* pair of lightning claws
* chainfist & combi melta
* lightning claw & combi melta
- Dreadclaw Drop Pod (Flyer, Hover)

- Troops -

14x Space Marine & Sargeant
- Bolter, bolt pistol & chainsword
- Legion Vexilla

14x Space Marine & Sargeant
- Bolter, bolt pistol & chainsword
- Legion Vexilla

14x Space Marine & Sargeant
- Bolter, bolt pistol & chainsword
- Legion Vexilla

(Each tactical squad above is lead by an Apothecary - Power sword, Volkite charger, Narcethium & Augury scanner)

- Elites -

3x Rapier Weapons Battery (counts as artillery)
- Laser Destroyer (S9 ordnance AP1 R36" twin-linked)

Contemptor Dreadnaught
2x Kheres pattern assault cannon
- Dreadclaw Drop Pod

- Heavy Support -

7x Devastator
Sergeant - Augury scanner
- 8x missile launcher w. flakk

Friday, October 26, 2012

Coming your way soon - Forgeworld Horus Heresy Book One - Betrayal


Hi everyone. I bought this book when it first came out and was finally able to start reading it just this week. The book features four of the Imperial Legions that turned:

• Lunar Wolves/Sons of Horus (Chaos Undivided)
• Death Guard (Nurgle)
• Emperor's Children (Slaneesh)
• World Eaters (Khorne)

The only missing Chaos power is Tzneetch but Forgeworld is following the historical time line so I imagine the Thousand Sons will be featured in a later to be released book.

I can tell you this book really knocked my socks off and I find it highly amusing that it was released just prior to the new Chaos Space Marine codex. While I'm very excited about the new Heresy book from Forgeworld I am nonplussed about the new CSM codex. My current plan is to write a series of articles comparing specific units from the two books. One thing I really like a lot about the new Forgeworld book are some of the veteran units along with many of the special characters.

I think the Forgeworld book was specifically designed to create games pitting the four Legions against each other. While that is exciting I am also very interested to see how these new 30k armies stack up versus existing 40k armies - I will try to focus on that aspect as well.