After a lengthy hiatus (admittedly due to buying a house etc), this year's budget has been completed. So what does that mean for the Warhost? Let's just say a few things, probably the biggest though is a LONG discussed (last touched base over a year ago) proposal for the next major batch of miniatures to be painted, this time mostly armour and Rogue Trader miniatures.
Who or which studio is taking on this two year tenure of goodness? Arawn from Titan Miniatures.
A good deal of you have probably seen his work on Facebook pages over the years, however the lad is also a pretty keen 40k player (ranking 2nd in the Australian Independent Tournament Circuit!). A weapon with the brush and on the field ;)
I've taken the liberty of showcasing a little of Arawn's work below, followed by a list of goodies to be started in July this year (2017);
And the list? As follows;
9x Wraithknights (four of the FW variety)
20x Wraithlords (12 new, 6 old, 2 Spirit Walkers)
100+ Rogue Trader Harlequins
230+ Rogue Trader Guardians (including Jetbikes and some very old characters)
40+ New style Harlequins
30x 3rd Party Warp Spiders
30x 3rd Party Swooping Hawks
20x Armorcast Wave Serpents
...and to top it all off...
MK1 & 2 FW Scorpions & Cobra Super Heavy Tanks
3x FW Lynx Super Heavy Tanks
plus a bunch of new style Wraithguard (more than likely)
The story of why it is never a wise idea to accept guests of the Elven kind...
A word to the wise
"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know." - Inquisitor Czevak Turns out, the answers are; "Oh, just a few days", "Our friends will be here shortly" and "We have quite the appetite".
Showing posts with label 7th Edition. Show all posts
Showing posts with label 7th Edition. Show all posts
Monday, 30 January 2017
Monday, 9 May 2016
Hibernation... And Dawn of War III
Well it has been a while since my last post here. With the new Dawn of War III announcement, I figured I best update this blog with where things are at. The project is still going, however buying a house and saving for display space has been prioritised before the rest is sorted out.
Let's just say a lot has been finished off in bulk, and the dilemma of storage has become a very real problem. Life naturally has jumped in the way and kept my bank balance from affording the built in display case... which will take up a space of 50cm D, 330cm W and 220cm High. Yep, lots of shelving with glass sliding lockable doors. Not exactly cheap, but far more cost effective than anything else out there.
Housing over 2200 miniatures is going to be an interesting feat to say the least, and given its in a darker spot of the house the shelves will need to be LED lit (hopefully in the Craftworld orange colours). No doing things by halves!
So what happens beyond this? Well, the rest of the beasties have been batched out to be sorted year on year until the project is done. Originally, the 20th anniversary date was slated for November 2017, although this may be the absolute earliest the Warhost is finished by.
Keeping in mind... there is an entire Harlequin contingent force yet to be dealt with... and those buggers are finicky to build let alone paint. I'm already dreading the repairs I have to do for the miniatures busted in transport... I may be a mad collector, however I'm not a mad modeler...
GW and FW need to lay off all the new Eldar stuff, I can't keep up at this pace unless someone has a winning lotto ticket laying around. If so, please get in touch.
For those of you who have missed it... here's the announcement trailer for Dawn of War III... keep an eye out for the Wraithknights of happiness around the 2 minute mark.
Let's just say a lot has been finished off in bulk, and the dilemma of storage has become a very real problem. Life naturally has jumped in the way and kept my bank balance from affording the built in display case... which will take up a space of 50cm D, 330cm W and 220cm High. Yep, lots of shelving with glass sliding lockable doors. Not exactly cheap, but far more cost effective than anything else out there.
Housing over 2200 miniatures is going to be an interesting feat to say the least, and given its in a darker spot of the house the shelves will need to be LED lit (hopefully in the Craftworld orange colours). No doing things by halves!
So what happens beyond this? Well, the rest of the beasties have been batched out to be sorted year on year until the project is done. Originally, the 20th anniversary date was slated for November 2017, although this may be the absolute earliest the Warhost is finished by.
Keeping in mind... there is an entire Harlequin contingent force yet to be dealt with... and those buggers are finicky to build let alone paint. I'm already dreading the repairs I have to do for the miniatures busted in transport... I may be a mad collector, however I'm not a mad modeler...
GW and FW need to lay off all the new Eldar stuff, I can't keep up at this pace unless someone has a winning lotto ticket laying around. If so, please get in touch.
For those of you who have missed it... here's the announcement trailer for Dawn of War III... keep an eye out for the Wraithknights of happiness around the 2 minute mark.
Monday, 26 October 2015
Arrrrrrr... ye' free Saturday night? Corsairs en route
By now most of you have heard about the re-release of IA11 - The Doom of Mymeara. In the latest revamp of a golden oldie, we're getting all kinds of new happy fun time goodies... including access to Wraithknights with a slew of new weapons, Wraith Titans (rules to be confirmed) and a mix of general bad assery.
These guys were due a couple of years back, however were put on the backburner for the HH gear and Warlord Titan. I'm glad we were forced to wait, as the CW Eldar got a major injection of fun, which can only translate over into goodies for the Corsairs. Anyone who has been up against these guys will know the pain they can bring in their current incarnation - They're very viable on the tabletop in present form... expect alot of Eldar players to convert over to these death dealers of the rum drinking variety.
Having a full Corsair contingent myself (All my Titans and Vampire class flyers are of the Corsair variety), this makes me very happy in the pants. As I'm sure many of you will be thrilled of the impending release, I very much look forward to seeing new collections spring up full of eye candy on the interwebs.
Now, all we are missing is the Exodites, and the magic five will be complete ;)
What a wonderful Universe. Stay tuned!
These guys were due a couple of years back, however were put on the backburner for the HH gear and Warlord Titan. I'm glad we were forced to wait, as the CW Eldar got a major injection of fun, which can only translate over into goodies for the Corsairs. Anyone who has been up against these guys will know the pain they can bring in their current incarnation - They're very viable on the tabletop in present form... expect alot of Eldar players to convert over to these death dealers of the rum drinking variety.
Having a full Corsair contingent myself (All my Titans and Vampire class flyers are of the Corsair variety), this makes me very happy in the pants. As I'm sure many of you will be thrilled of the impending release, I very much look forward to seeing new collections spring up full of eye candy on the interwebs.
Now, all we are missing is the Exodites, and the magic five will be complete ;)
What a wonderful Universe. Stay tuned!
Wednesday, 15 April 2015
The Dying No More - Eldar in 7th Edition
Well unless you've been living under a rock, there has been alot of talk the last couple of weeks about the next iteration of the Eldar Codex. This time around we have a book that combines the following;
1. The five major Craftworlds
2. Formations left right and centre
3. Heavy focus on Craftworld strategic alignment
4. A new take on Lords of War
Not to mention updates for multiple models;
1. New Jetbikes replacing the old 1994 sculpts
2. Introducing GW made Farseers and Warlocks on Jetbikes (Skyrunners)
3. New plastic HQ kits (no finecast)
4. Jetbike weapon options (Scatter Lasers) that ALL Jetbikes can take (the 1 in 3 rule is gone)
5. Jetbike Autarch (updated)
6. And more... ;)
There is definitely a heavy focus on Saim Hann this time around, as Iyanden had its turn in 6th Edition. This leads to a strong prediction of Biel Tan getting plastic aspects and a new Avatar come their turn - perhaps in the next 12-18 months or so.
Of course, with all these goodies, the Warhost will be bolstered (yet again) to incorporate the new sculpts, in an amount to match existing batches. Yep, that means another 60+ Jetbikes... totaling 360+ Jetbikes.
As an Eldar aficionado, it has been INCREDIBLY hard sitting on all this information the last month being unable to say much, as I sincerely appreciate those in the know that have passed these details on in confidence knowing that I would be all gooey with anticipation for more Eldar goodies. A very heart felt thank you to those who trusted me enough with the information prior to all the leaks coming out (which can now be confirmed). Hey, it helps me budget for all the additions... that can only be a good thing right? Truth be told my wallet is still suffering the effects of Codex: Harlequins.
With this being the second largest Codex out there, perhaps GW have decided to drop the "Dying" moniker, I do believe its time for the Elves to reclaim dominance over the 40k universe ;)
Thursday, 29 January 2015
Laughing (God) All The Way To The Bank
By now (unless you've been under a rock) the news of Eldar Harlequins will definitely have hit full force. Not only are they being re-released for the first time as a full army in over 20 years, they're going for a multiple week deployment.
Memory Lane...
Previously, we have seen the Harlequins run a number of iterations over the years;
1. A full force in Rogue Trader - it was one of the first full armies available
2. Strong appearance in 2nd Edition - with the option to make a full force ignoring the 50% rule
3. As a chapter approved force (the Solitaire rules 'nuff said)
4. 4th Edition as an Elites choice
5. 6th Edition again as an Elites choice
6. Appearing as allies in both Dark Eldar and Corsair army lists
7. 7th Edition, now as what appears to be a full blown army, once again
As an avid collector of the Space Elve variety, a trip down memory lane is certainly warranted this week - as I believe all those who recall the Rogue Trader era Harlequin armies infinite glory to give a round of warm and fuzzies. So let's take a look at what is currently being released (that we are aware of right now).
1. Harlequin Troupe - These are the mainstay of a Harlequin force (or Masque in the case of multiple Troupes). Happy, back flipping, stabby Elves with a penchant for interpretive dance.
2. Harlequin Solitaire - You know that one male kid in school that wanted to become a Ballet dancer? The one that got picked on? This is what they become after years of taking shit a spandex ninja with a chip on their shoulder. This lad has (since the early days) the ability to make Hussain Bolt look like an amateur with a precision *&$k punch that will make your eyes water for days.
3. Starweaver - Just when you thought "Oh no, will Harlequins suffer the same fate as Tyranids with no transport options?", this puppy pops up in the army list. Once upon a time the Venom or Vyper were the "wheels of choice", well I guess papa got a brand new bag. While we're enthusiastically looking forward to pictures of this to be leaked, i've no doubt imaginations are running absolutely batshit wild right now. Mine certainly is.
So what goodies should we be looking forward to in the near future not yet seen?
1. Shadowseer - This guy began life as a Harlequin Warlock, or High Warlock depending on which models you had back in the day. Hopefully the "you're seeing things, man" trick will come back in full force, shading the Troupe/Masque from view until you're all up in their chops with "kisses".
2. Death Jester - This guy wins both most wicked face and chill pose of the lot. Historically holding a stoic posture with that "I'm the tits", look on his face, almost all of us can recall the party favour "Shrieker Ammo" this guy packs for shits 'n' giggles. Shits because the results is explosive, and this guys face is giggling already as he knows it.
3. Mimes - These lads were tactical advisors and infiltrators, kinda like a bridge between a Ranger and an Exarch. If they do return, I expect their role to be akin to a scout/harasser function, like a Tyranid Lictor. Perhaps even with a passive area of influence.
4. High Avatar - Autarchs of the highest order, out to kick arse and take names. Fingers crossed this guy gets some funky abilities not too unlike a Corsair Prince (Night fighting anyone?). Anyone deifying the Laughing God himself is bound to cause a major underpants check in the enemies ranks.
5. Harlequin Jetbikes - If Ninja Clowns were not enough, make them even faster. We all know too well how nasty regular Jetbikes can be, and if Corsair Jetbikers were nastier... then these things are just going to be hilarious... just not for your opponent, who may perform the "Table Flip" maneuver in response.
So now we are collectively rejoicing over the following happy images, and how far we've come - the days of static pose metals (which were still quite dynamic in those days - look at Space Marines and you will know what i'm talking about), all the way to dynamic multi-part kits. By now most of you will have seen these, however it's nice to have for completeness. Over the following weeks, we shall all be enjoying the following goodies...
Memory Lane...
*The original Harlequin "battleforce"
Previously, we have seen the Harlequins run a number of iterations over the years;
1. A full force in Rogue Trader - it was one of the first full armies available
2. Strong appearance in 2nd Edition - with the option to make a full force ignoring the 50% rule
3. As a chapter approved force (the Solitaire rules 'nuff said)
4. 4th Edition as an Elites choice
5. 6th Edition again as an Elites choice
6. Appearing as allies in both Dark Eldar and Corsair army lists
7. 7th Edition, now as what appears to be a full blown army, once again
*They see me strollin' they hatin' - Artwork by Rav3nshadow on DeviantArt
As an avid collector of the Space Elve variety, a trip down memory lane is certainly warranted this week - as I believe all those who recall the Rogue Trader era Harlequin armies infinite glory to give a round of warm and fuzzies. So let's take a look at what is currently being released (that we are aware of right now).
1. Harlequin Troupe - These are the mainstay of a Harlequin force (or Masque in the case of multiple Troupes). Happy, back flipping, stabby Elves with a penchant for interpretive dance.
*The full Troupe, as represented in the current Eldar Codex
2. Harlequin Solitaire - You know that one male kid in school that wanted to become a Ballet dancer? The one that got picked on? This is what they become after years of taking shit a spandex ninja with a chip on their shoulder. This lad has (since the early days) the ability to make Hussain Bolt look like an amateur with a precision *&$k punch that will make your eyes water for days.
*Rogue Trader era Solitaire by Hendarion
3. Starweaver - Just when you thought "Oh no, will Harlequins suffer the same fate as Tyranids with no transport options?", this puppy pops up in the army list. Once upon a time the Venom or Vyper were the "wheels of choice", well I guess papa got a brand new bag. While we're enthusiastically looking forward to pictures of this to be leaked, i've no doubt imaginations are running absolutely batshit wild right now. Mine certainly is.
So what goodies should we be looking forward to in the near future not yet seen?
1. Shadowseer - This guy began life as a Harlequin Warlock, or High Warlock depending on which models you had back in the day. Hopefully the "you're seeing things, man" trick will come back in full force, shading the Troupe/Masque from view until you're all up in their chops with "kisses".
2. Death Jester - This guy wins both most wicked face and chill pose of the lot. Historically holding a stoic posture with that "I'm the tits", look on his face, almost all of us can recall the party favour "Shrieker Ammo" this guy packs for shits 'n' giggles. Shits because the results is explosive, and this guys face is giggling already as he knows it.
3. Mimes - These lads were tactical advisors and infiltrators, kinda like a bridge between a Ranger and an Exarch. If they do return, I expect their role to be akin to a scout/harasser function, like a Tyranid Lictor. Perhaps even with a passive area of influence.
4. High Avatar - Autarchs of the highest order, out to kick arse and take names. Fingers crossed this guy gets some funky abilities not too unlike a Corsair Prince (Night fighting anyone?). Anyone deifying the Laughing God himself is bound to cause a major underpants check in the enemies ranks.
*Someone get over there and laugh at him...
5. Harlequin Jetbikes - If Ninja Clowns were not enough, make them even faster. We all know too well how nasty regular Jetbikes can be, and if Corsair Jetbikers were nastier... then these things are just going to be hilarious... just not for your opponent, who may perform the "Table Flip" maneuver in response.
*Jetbike Clowns - The stuff of nightmares
So now we are collectively rejoicing over the following happy images, and how far we've come - the days of static pose metals (which were still quite dynamic in those days - look at Space Marines and you will know what i'm talking about), all the way to dynamic multi-part kits. By now most of you will have seen these, however it's nice to have for completeness. Over the following weeks, we shall all be enjoying the following goodies...
Sunday, 4 January 2015
Preparing the Masque - 3rd Party Harlequin Jetbikes
So by now most of you have heard about the impending re-release of Eldar Harlequins. Buckets of salt or not, this is tasty tasty news. Of the five major sub types of Eldar, only the Exodites remain - and that Forgeworld Smaug model certainly does beg for becoming a mount *wink wink nudge nudge*
What we haven't seen for a long time, and currently being hinted at, is the inclusion of Harlequin Jetbikes. As if Ninja Clowns weren't enough, we've now given them Hell's Angels style futuristic Jetbikes... maniacal laughter ensues.
Meanwhile, i've been sitting on a couple of dozen old style Harlequin Jetbikes, with a view to building some of the new 3rd party ones as well. You may recall back when I had a bunch of Warlocks, Farseers and Autarchs painted, a good friend also gave me some of the prototype (at the time, now production) Harlequin Jetbiker heads.
These heads were quickly bolstered by canopies and became conversion kits.
And the end result? These beauties...
Juicy... to say the very least. So now to prepare the Masque, comprising of over 125 OOP Harlequins, 26 OOP Harlequin Jetbikes, 30 new type Harlequins and 30 3rd Party Harlequin Jetbikers. I won't lie, I feel a little sorry for the commissioned artist who has to deal with these guys (Nigel, i'm looking at you - if you're reading this).
Now all we have to do is hope the rumours are true ;) and pray for Exodites next.
What we haven't seen for a long time, and currently being hinted at, is the inclusion of Harlequin Jetbikes. As if Ninja Clowns weren't enough, we've now given them Hell's Angels style futuristic Jetbikes... maniacal laughter ensues.
*Above: OOP Harlequin Jetbikes of 1st Edition Rogue Trader
Meanwhile, i've been sitting on a couple of dozen old style Harlequin Jetbikes, with a view to building some of the new 3rd party ones as well. You may recall back when I had a bunch of Warlocks, Farseers and Autarchs painted, a good friend also gave me some of the prototype (at the time, now production) Harlequin Jetbiker heads.
These heads were quickly bolstered by canopies and became conversion kits.
And the end result? These beauties...
Juicy... to say the very least. So now to prepare the Masque, comprising of over 125 OOP Harlequins, 26 OOP Harlequin Jetbikes, 30 new type Harlequins and 30 3rd Party Harlequin Jetbikers. I won't lie, I feel a little sorry for the commissioned artist who has to deal with these guys (Nigel, i'm looking at you - if you're reading this).
Now all we have to do is hope the rumours are true ;) and pray for Exodites next.
Tuesday, 2 December 2014
Eldar Synergy - Strategy Vs. Tactics Vs. Mindset in 7th Edition
While this blog is mostly focused on the Dras'Volharr Craftworld project, once upon a time I played the game with vigor. This week I thought i'd take a little detour from the normal project stuff and move into the mind space of an Eldar General, discussing the end to end planning process of how to maintain that all important synergy required to keep the pointy eared folk from going the way of the Dodo.
Since 2nd Edition, the Eldar have generally held their ground in variety of units, despite sliding up and down the Tiers of capability depending on the meta game - which flip flops from close combat to shooting oriented each edition. The one thing that has stayed the same is their standout technology, speed and fragility.
Through this article I won't be focusing on particular units in a "this one is better than that one" stance, more so how to create a complimentary force at a high level. Within various military groups, doctrine is instilled to keep a sense of "what" is needed at a strategic level, complimented by the "how" in regards to SOPs (Standard Operating Procedures), or tactics.
Once these concepts are fully understood, you will find yourself automatically applying them with little thought. As a result, the decision process in creating a solid strike force will be simplified, meaning you hit the ground with a solid fighting chance (not that the Eldar are in much need of help this edition).
Phase 1 - Play style. So you have already chosen the Eldar as the implement of destruction. Very nice. You are well aware that they are fast, fragile and pack a punch, in street terms they're a "glass cannon". Knowing this, we move into play style. It is important to understand what works for you. Some are a fan of skirmish tactics, others enjoy a hammer & anvil approach, whilst another may enjoy all out frontal assaults.
It is imporant to note that identifying your play style as a general needs to be realised up front. If you don't identify it, then your patterns of play when applied to an army not built to support the commanders intent will crumble as you consistently make bad decisions by default. Basically, this comes down to the "know yourself" principle.
Phase 2 - Army planning. Now we begin building a force around the established play style. What we're aiming for here is to accomplish the following;
a) Prevent unit choice over specialisation
b) Establish appropriate redundancy
c) Establish appropriate unit complimentation (Synergy)
Point "A" is an important one. Have you ever seen an opponent bring a force spamming a particular unit? How often do you see it get face stomped due to encountering an army that see's its one trick pony and denies the army of spam any opportunity to exercise it? Yep, this happens a lot, and all because the army general places all bets on getting that first move off. This is Warhammer 40,000... not chess. A solid balanced strike force with clear intent and synergy will break an opposing force most of the time.
Point "B" is your Devil's Advocate in this sense. While you do not want spam, appropriate redundancy is important. Let me use an example. Say your play style is based on a Saim Hann skirmish/assault strike force, the core composition will be Jetbikes, you WILL have more than one squad, however this does not mean your entire army will comprise of just Jetbikes (hey it can be fun, however don't expect a high win rate). Likewise, you wouldn't just create an army of Wraithknights - you're likely to encounter a sniper heavy army just rubbing its hands together... and "tada!" rock crushes scissors. By all means have more than one squad of your core chosen units, these are going to be objective grabbers, campers etc - the ones that will be your winning MVP's in the game, core to your strategy and tactically versatile.
Point "C" is where the meat resides. Synergy is PARAMOUNT with the Eldar, as effective as overlapping cover fire, their entire stat lines are built around how each unit can support the other. The strategy here employs a high force multiplier. Let me illustrate this, going back to a very simple analogy. You're playing Saim Hann, Jetbikes, Wraithknights, Night Spinners etc. Naturally you don't want your Jetbikes being snotted out of existence, but you need to capture objectives with them, hold up the enemy and prevent them from snagging flanks requiring immediate self lubrication from an imminent railing. Wraithknights are wonderful for getting in the face of threats and can take a beating, your brawlers so to speak. These units will keep nasties at bay while repositioning your Jetbikes. Those that can't be tied up, can be pinned down by using Night Spinners to hinder movement. These units working in concert, supporting each other are enjoying the perks of Synergy. Similarly, a Biel Tan Warhost makes good use of Warp Spiders and Striking Scorpions - Jump, fire, jump back... if things get real, you have close combat melee counter assault units close by to get them out of a pickle. Each work in tandem to minimise loss, while maximising damage output.
So now we have a solid understanding of what contributing factors enable establishment of a solid strike force, at a strategic level.
Phase 3 - Standard Operating Procedures. These are your "if this happens, then do that" field doctrines. Your "go to" response to an "oh crap" moment once deployed. The nature of dice means you will have moments like these and lose units that you DIDN'T want to. The advantage you have is by going through Phase 2, you've mitigated the risk by planning for redundancy, force multipliers and prevented the enemy from exploiting a one trick pony play.
You have units chosen, your synergy has been identified between units. Now the table is set, the terrain is down and you know how you want to use these units. The next step is to Identify objectives, fire lanes, any terrain that hinders movement, open flanks etc - now place your units considering these factors, whilst maintaining pre-determined synergy as part of Phase 2. Typically, a force will break into two parts, with a fallback plan in the instance that something goes catastrophically wrong for one team of units. What ever happens, don't let one units demise ruin your advance - with redundancy and synergy in place, you've mitigated any single weak link in the chain.
Phase 4 - Winning, consistently. Ahhhhh, now we get to dive into Mr.Boyd's OODA loop. The premise of which means you can respond faster to the changing battlefield dynamics than your opponent. If you control the pace of battle, and keep the enemy in a reactive position, you will dominate and subsequently win the game. OODA represents "Observe", "Orient", "Decide" and "Act". If you want to know more and how it has been applied in battle, feel free to Google it, there are many many articles out there. I will however go over it in brief, with the context of Warhammer 40,000. In essence, always keeping in mind the battlefield layout as part of Phase 3, your units should always be shifting for the pre-determined decisive point whilst denying the enemy advantage. The decisive point is that which the final act of battlefield dominance (the turning point, or point of assurance) occurs - The "Checkmate" of 40k.
By already coming prepared mentally with where the synergy lies in your strike force, knowing the force multiplier points on the battlefield, knowing where you need to get to (and where the enemy is trying to access), you can "get in their face", which will in turn prefent any solid tactical response from forming. If the enemy general has to keep rethinking their tactical response every turn, they will never see any long standing strategy come to fruition.
So there you have it, high level strategic and tactical planning. Of course this is a very prescriptive analysis, which can get down to some very granular levels depending on the phase. These granular components are typically around the unit choices, war gear, specific points of synergy, static standard operating procedures etc. There are a myriad of Eldar tactica articles out there, however I've yet to see a good one discussing the high level architecture of a well formed strike force that can be used as a model to fit any army list composition.
This list is by no means definitive, however it should act as a good starting point, given the dependence of Eldar on mitigating losses due to their fragility. Dying race? Not if I can help it.
Since 2nd Edition, the Eldar have generally held their ground in variety of units, despite sliding up and down the Tiers of capability depending on the meta game - which flip flops from close combat to shooting oriented each edition. The one thing that has stayed the same is their standout technology, speed and fragility.
Through this article I won't be focusing on particular units in a "this one is better than that one" stance, more so how to create a complimentary force at a high level. Within various military groups, doctrine is instilled to keep a sense of "what" is needed at a strategic level, complimented by the "how" in regards to SOPs (Standard Operating Procedures), or tactics.
Once these concepts are fully understood, you will find yourself automatically applying them with little thought. As a result, the decision process in creating a solid strike force will be simplified, meaning you hit the ground with a solid fighting chance (not that the Eldar are in much need of help this edition).
Phase 1 - Play style. So you have already chosen the Eldar as the implement of destruction. Very nice. You are well aware that they are fast, fragile and pack a punch, in street terms they're a "glass cannon". Knowing this, we move into play style. It is important to understand what works for you. Some are a fan of skirmish tactics, others enjoy a hammer & anvil approach, whilst another may enjoy all out frontal assaults.
It is imporant to note that identifying your play style as a general needs to be realised up front. If you don't identify it, then your patterns of play when applied to an army not built to support the commanders intent will crumble as you consistently make bad decisions by default. Basically, this comes down to the "know yourself" principle.
Phase 2 - Army planning. Now we begin building a force around the established play style. What we're aiming for here is to accomplish the following;
a) Prevent unit choice over specialisation
b) Establish appropriate redundancy
c) Establish appropriate unit complimentation (Synergy)
Point "A" is an important one. Have you ever seen an opponent bring a force spamming a particular unit? How often do you see it get face stomped due to encountering an army that see's its one trick pony and denies the army of spam any opportunity to exercise it? Yep, this happens a lot, and all because the army general places all bets on getting that first move off. This is Warhammer 40,000... not chess. A solid balanced strike force with clear intent and synergy will break an opposing force most of the time.
Point "B" is your Devil's Advocate in this sense. While you do not want spam, appropriate redundancy is important. Let me use an example. Say your play style is based on a Saim Hann skirmish/assault strike force, the core composition will be Jetbikes, you WILL have more than one squad, however this does not mean your entire army will comprise of just Jetbikes (hey it can be fun, however don't expect a high win rate). Likewise, you wouldn't just create an army of Wraithknights - you're likely to encounter a sniper heavy army just rubbing its hands together... and "tada!" rock crushes scissors. By all means have more than one squad of your core chosen units, these are going to be objective grabbers, campers etc - the ones that will be your winning MVP's in the game, core to your strategy and tactically versatile.
Point "C" is where the meat resides. Synergy is PARAMOUNT with the Eldar, as effective as overlapping cover fire, their entire stat lines are built around how each unit can support the other. The strategy here employs a high force multiplier. Let me illustrate this, going back to a very simple analogy. You're playing Saim Hann, Jetbikes, Wraithknights, Night Spinners etc. Naturally you don't want your Jetbikes being snotted out of existence, but you need to capture objectives with them, hold up the enemy and prevent them from snagging flanks requiring immediate self lubrication from an imminent railing. Wraithknights are wonderful for getting in the face of threats and can take a beating, your brawlers so to speak. These units will keep nasties at bay while repositioning your Jetbikes. Those that can't be tied up, can be pinned down by using Night Spinners to hinder movement. These units working in concert, supporting each other are enjoying the perks of Synergy. Similarly, a Biel Tan Warhost makes good use of Warp Spiders and Striking Scorpions - Jump, fire, jump back... if things get real, you have close combat melee counter assault units close by to get them out of a pickle. Each work in tandem to minimise loss, while maximising damage output.
So now we have a solid understanding of what contributing factors enable establishment of a solid strike force, at a strategic level.
Phase 3 - Standard Operating Procedures. These are your "if this happens, then do that" field doctrines. Your "go to" response to an "oh crap" moment once deployed. The nature of dice means you will have moments like these and lose units that you DIDN'T want to. The advantage you have is by going through Phase 2, you've mitigated the risk by planning for redundancy, force multipliers and prevented the enemy from exploiting a one trick pony play.
You have units chosen, your synergy has been identified between units. Now the table is set, the terrain is down and you know how you want to use these units. The next step is to Identify objectives, fire lanes, any terrain that hinders movement, open flanks etc - now place your units considering these factors, whilst maintaining pre-determined synergy as part of Phase 2. Typically, a force will break into two parts, with a fallback plan in the instance that something goes catastrophically wrong for one team of units. What ever happens, don't let one units demise ruin your advance - with redundancy and synergy in place, you've mitigated any single weak link in the chain.
Phase 4 - Winning, consistently. Ahhhhh, now we get to dive into Mr.Boyd's OODA loop. The premise of which means you can respond faster to the changing battlefield dynamics than your opponent. If you control the pace of battle, and keep the enemy in a reactive position, you will dominate and subsequently win the game. OODA represents "Observe", "Orient", "Decide" and "Act". If you want to know more and how it has been applied in battle, feel free to Google it, there are many many articles out there. I will however go over it in brief, with the context of Warhammer 40,000. In essence, always keeping in mind the battlefield layout as part of Phase 3, your units should always be shifting for the pre-determined decisive point whilst denying the enemy advantage. The decisive point is that which the final act of battlefield dominance (the turning point, or point of assurance) occurs - The "Checkmate" of 40k.
By already coming prepared mentally with where the synergy lies in your strike force, knowing the force multiplier points on the battlefield, knowing where you need to get to (and where the enemy is trying to access), you can "get in their face", which will in turn prefent any solid tactical response from forming. If the enemy general has to keep rethinking their tactical response every turn, they will never see any long standing strategy come to fruition.
So there you have it, high level strategic and tactical planning. Of course this is a very prescriptive analysis, which can get down to some very granular levels depending on the phase. These granular components are typically around the unit choices, war gear, specific points of synergy, static standard operating procedures etc. There are a myriad of Eldar tactica articles out there, however I've yet to see a good one discussing the high level architecture of a well formed strike force that can be used as a model to fit any army list composition.
This list is by no means definitive, however it should act as a good starting point, given the dependence of Eldar on mitigating losses due to their fragility. Dying race? Not if I can help it.
Wednesday, 19 November 2014
Corsair 7th Edition Update - News from Forgeworld
A bunch of us Corsair fanboys (and girls) regularly hit up Forgeworld for updates as to when we can expect a revision of the Mymeara rules. It has been a while and given the answers can vary from time to time, I feel it is worthy of reporting the latest information wise. Here is what the folks at Forgeworld had to say last week:
"Our rules team are currently in a position between major book releases so they are working on the various rules updates that are needed including the Corsairs Army list. We don't have a precise date for when this will be published at the moment but it should be within the next few months."
So, we shall soon see (perhaps) if this holds true - fingers crossed making enough noise about an update has increased the vigor behind releasing this long awaited update :)
"Our rules team are currently in a position between major book releases so they are working on the various rules updates that are needed including the Corsairs Army list. We don't have a precise date for when this will be published at the moment but it should be within the next few months."
So, we shall soon see (perhaps) if this holds true - fingers crossed making enough noise about an update has increased the vigor behind releasing this long awaited update :)
Wednesday, 7 May 2014
Eldar in 7th Edition - I for one welcome our new overlords.
If you've been living under a rock the last two weeks, you wouldn't have heard the rumors about an upcoming game changer for all armies across the 40k spectrum. In a nut shell, the most controversial is a harkening back to ye' days of old, 2nd edition - with the removal of Force Org Charts (FOCs).
While I have little interest in how this will affect other armies (being biased), I can see this being a game changer for the Eldar. Whilst our current Codex covers most variations of the primary Craftworlds, it doesn't cover them to the degree we probably would like. When the Iyanden supplement dropped, it gave Eldar fans a taste of what could be expected in the future.
Let's break it down a bit though, into the pro's and con's. First, the positive aspects. In essence, the proposed rumors indicate the various flavors of Craftworlds out there will now have full "unbound" potential to be realised. Reminiscent of Codex: Craftworld Eldar, released as a supplement to the 3rd Edition Codex, how you wish to play will be purely your choice. I could almost hear my Biel Tan friends wet themselves with the force of a firehose.
Of course, this all depends on what will count as scoring. Pre-3rd edition, I never had a single Dire Avenger - they were just too plain and Guardian like for my tastes. Then along came the 4th Edition Codex which changed all of that. Now, however, I can do without them and return to a playstyle more fitting to a list I ran back in 2006, pre 4th Edition Codex Eldar. Want to include Warp Spiders, Striking Scorpions, Fire Dragons, Swooping Hawks, Dark Reapers etc and still have room for support vehicles? Well supposedly now you can.
So with the positives, let's also look at the middle ground and what the past has taught us. Whilst I recognise the tournament scene in the US is very different from that here in Australia, we (down under) have typically used comp systems to see people bring balanced armies and attitudes to the tabletop. My last tournament was in 2006, when the FOC was reinforced with percentage house rules in a bid to eliminate min/max/spam lists. Generally, for some years the rule was you must have 40%+ Troops and no more than 25% in any other section, plus you lost points for min/max units (except of course if you had one area completely empty - ie: no Elites, yet slightly more than 30% Fast Attack or Heavy Support). The two worked very well in tandem, and its still something I remain aware of when building lists even today.
As for the negatives? What I do see a lot of people complaining about is the potential to create broken lists - which I might add, already exist. Warhammer isn't a game designed on impeccable balance for the tournament scene, which is why Tournament Organisers (TOs) make house rules and the like to reinforce fair play that focuses more on Generalship than putting together an overpowered spam list, which proves nothing other than the person bringing it can identify such a unit... and spam it. Not exactly the sign of a brilliant tactician or strategist, nor will it win you any friends.
......
"Panties in a twist" syndrome - aka symptoms of change
These days, Gamers are far to quick when jumping to negative conclusions. There have always been power gamers, but that doesn't mean you have to play against them. Take back some responsibility, stand up and say "No, that isn't in the spirit of the game". If every gamer did this, it would set about a resounding culture that would fix most of the niggles most commonly complained about. Stop complaining about the rules and how they're written, they will never be 100% ideal, instead, make the game work the way you want it to and enjoy it as such. Don't want to play against a spam list of Hell Turkeys? Refuse to play it, explain why and watch the behaviour change. In short, stop blaming the game and everything else surrounding it and be the change you want to see. It is really elementary stuff folks.
I believe a lot of the changes Games Workshop have made are to introduce flexibility, allowing us to do far more with what we have than was previously possible. The issue seems to be, we have so much flexibility that we're spoiled for choice given that previously, the 40k culture was so dumbed down and structured, no one really had to think for themselves. Now the chains are off, we can make it truly our own.
Given my profession in Governance and Change Management, I see this adversity to change on a daily basis - the funny thing about routine is people both love and hate it. They love it because life has already given us a lot to think about, so why add to that eh? The last part of that comment is the problem "Why add to it". Change is often perceived as "adding" to something previously observed as unbroken. Yet, why do we change? Because people are also curious creatures and get tired of routine, or things that take longer than one would like. So now you're probably asking "Ok big shot, so what would you propose to stop the complaining?". Pretty simple actually, Games Workshop would do well to produce an announcement something a little like this;
"We at Games Workshop appreciate your thoughts and comments as loyal customers. As such, we have listened to what you feel best reflect the common aspects surrounding your enjoyment of our products as part of the Hobby. Warhammer 40,000 7th Edition is a collaborative effort to both open up the game from its previously stale state to the wider gaming community to truly personalise your gaming experience whilst keeping in true spirit of the game - having fun. Change to the long standing army structure (Force Organisation Chart) allowing the new "Unbound" list design, giving players the opportunity to venture into new ways of playing with new and existing miniature investments. Games Workshop believes that by giving you more freedom of choice in how you play will help to grow your enjoyment of the game and in so doing, grow the company so we can continue to bring you high quality miniatures and products."
In the above, I have addressed the fact this isn't adding more weight but flexibility, explaining the benefits, showing this is the result of feedback from the gaming community in a bid to provide a richer experience for all.
TL;DR - To sum up...
Positive - Greater flexibility in Eldar lists, personalise your game and investment
Middle ground - Not a far cry from what has previously been indoctrinated in house rules
Negative - Increased capacity for making broken lists (the solution there is simple - take action rather than complaining about it, its the grown up thing to do).
Change - It isn't a bad thing, how it is delivered can make all the difference
While I have little interest in how this will affect other armies (being biased), I can see this being a game changer for the Eldar. Whilst our current Codex covers most variations of the primary Craftworlds, it doesn't cover them to the degree we probably would like. When the Iyanden supplement dropped, it gave Eldar fans a taste of what could be expected in the future.
Let's break it down a bit though, into the pro's and con's. First, the positive aspects. In essence, the proposed rumors indicate the various flavors of Craftworlds out there will now have full "unbound" potential to be realised. Reminiscent of Codex: Craftworld Eldar, released as a supplement to the 3rd Edition Codex, how you wish to play will be purely your choice. I could almost hear my Biel Tan friends wet themselves with the force of a firehose.
Of course, this all depends on what will count as scoring. Pre-3rd edition, I never had a single Dire Avenger - they were just too plain and Guardian like for my tastes. Then along came the 4th Edition Codex which changed all of that. Now, however, I can do without them and return to a playstyle more fitting to a list I ran back in 2006, pre 4th Edition Codex Eldar. Want to include Warp Spiders, Striking Scorpions, Fire Dragons, Swooping Hawks, Dark Reapers etc and still have room for support vehicles? Well supposedly now you can.
So with the positives, let's also look at the middle ground and what the past has taught us. Whilst I recognise the tournament scene in the US is very different from that here in Australia, we (down under) have typically used comp systems to see people bring balanced armies and attitudes to the tabletop. My last tournament was in 2006, when the FOC was reinforced with percentage house rules in a bid to eliminate min/max/spam lists. Generally, for some years the rule was you must have 40%+ Troops and no more than 25% in any other section, plus you lost points for min/max units (except of course if you had one area completely empty - ie: no Elites, yet slightly more than 30% Fast Attack or Heavy Support). The two worked very well in tandem, and its still something I remain aware of when building lists even today.
As for the negatives? What I do see a lot of people complaining about is the potential to create broken lists - which I might add, already exist. Warhammer isn't a game designed on impeccable balance for the tournament scene, which is why Tournament Organisers (TOs) make house rules and the like to reinforce fair play that focuses more on Generalship than putting together an overpowered spam list, which proves nothing other than the person bringing it can identify such a unit... and spam it. Not exactly the sign of a brilliant tactician or strategist, nor will it win you any friends.
......
"Panties in a twist" syndrome - aka symptoms of change
These days, Gamers are far to quick when jumping to negative conclusions. There have always been power gamers, but that doesn't mean you have to play against them. Take back some responsibility, stand up and say "No, that isn't in the spirit of the game". If every gamer did this, it would set about a resounding culture that would fix most of the niggles most commonly complained about. Stop complaining about the rules and how they're written, they will never be 100% ideal, instead, make the game work the way you want it to and enjoy it as such. Don't want to play against a spam list of Hell Turkeys? Refuse to play it, explain why and watch the behaviour change. In short, stop blaming the game and everything else surrounding it and be the change you want to see. It is really elementary stuff folks.
I believe a lot of the changes Games Workshop have made are to introduce flexibility, allowing us to do far more with what we have than was previously possible. The issue seems to be, we have so much flexibility that we're spoiled for choice given that previously, the 40k culture was so dumbed down and structured, no one really had to think for themselves. Now the chains are off, we can make it truly our own.
Given my profession in Governance and Change Management, I see this adversity to change on a daily basis - the funny thing about routine is people both love and hate it. They love it because life has already given us a lot to think about, so why add to that eh? The last part of that comment is the problem "Why add to it". Change is often perceived as "adding" to something previously observed as unbroken. Yet, why do we change? Because people are also curious creatures and get tired of routine, or things that take longer than one would like. So now you're probably asking "Ok big shot, so what would you propose to stop the complaining?". Pretty simple actually, Games Workshop would do well to produce an announcement something a little like this;
"We at Games Workshop appreciate your thoughts and comments as loyal customers. As such, we have listened to what you feel best reflect the common aspects surrounding your enjoyment of our products as part of the Hobby. Warhammer 40,000 7th Edition is a collaborative effort to both open up the game from its previously stale state to the wider gaming community to truly personalise your gaming experience whilst keeping in true spirit of the game - having fun. Change to the long standing army structure (Force Organisation Chart) allowing the new "Unbound" list design, giving players the opportunity to venture into new ways of playing with new and existing miniature investments. Games Workshop believes that by giving you more freedom of choice in how you play will help to grow your enjoyment of the game and in so doing, grow the company so we can continue to bring you high quality miniatures and products."
In the above, I have addressed the fact this isn't adding more weight but flexibility, explaining the benefits, showing this is the result of feedback from the gaming community in a bid to provide a richer experience for all.
TL;DR - To sum up...
Positive - Greater flexibility in Eldar lists, personalise your game and investment
Middle ground - Not a far cry from what has previously been indoctrinated in house rules
Negative - Increased capacity for making broken lists (the solution there is simple - take action rather than complaining about it, its the grown up thing to do).
Change - It isn't a bad thing, how it is delivered can make all the difference
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