Showing posts with label Custodes. Show all posts
Showing posts with label Custodes. Show all posts

Tuesday, November 30, 2021

Custodes Ka'Tahs, Mathematics, and the complicating of a supposedly "streamlined" edition

 So Games Workshop gave us a preview of Custodes Ka'Tahs yesterday. You can go read more on it by clicking that hyperlink (takes you to Warhammer Community, I swear its not a Rick Roll... but for what's to come you might as well save time and go Rick Roll yourself anyway).

I am not going to dive into the the Ka'tahs they previewed. That is not the point of why I am writing this article. What I wanted to dive into is how Ka'tahs work, why everyone seems to feel like it is unnecessarily complicated, and ultimately why I think it is a bad game design move.

So the part in focus is this

Basically it works like this (I am copying and pasting this from an earlier discussion I had on this topic. For the purposes of this, a Ka'tah is a "Discipline", A is a primary choice, B a secondary and C the tertiary. 1 and 2 are the stances within each of those.

  • When the game starts you pick Discipline A, B, C from a list of disciplines (current # unknown, at least 3)
  • Turn 1 you have to pick stance 1 or 2 from discipline A. Lets say you pick stance 1.
  • Turn 2, you can now pick stance 2 from discipline A OR you can pick stance 1 or 2 from discipline B, but not discipline C. Lets say you pick stance 1 from discipline B.
  • Turn 3, you can now pick stance 2 from discipline B OR you can pick stance 1 or 2 from discipline C. You cannot go back and pick stance 2 from discipline A. Lets say you pick stance 2 from discipline B.
  • Turn 4, you can now only pick from Discipline C. Can't go back to A and you used up B. Lets say you pick Stance 1, discipline C.
  • Turn 5, you are now stuck with Stance 2, Discipline C.
  • If you did 1 from A Turn 1, 1 from B turn 2, and 1 from C turn 3, turn 4 you'd be stuck with 2 from C and then turn 5 have nothing.

Because of the way this is going to be what separates wheat from chaff and really will put a skilled/practiced custodes player above the rest, because thinking through the order and timing when you want to land your key Kat'ah is going to be crucial. Lets show you some decision trees to demonstrate the point.

Complicated yet?

Okay so that one was a joke first attempt one of my team mates made, but it illustrates the point (as a side note, the guy who drew that has a Master's degree in Math, the only reason he doesn't have a doctorate is he was tired of school, and he currently teaches Math at a collegiate level... so yeah, color him not a fan of this system). I made a cleaned up version in power point.

So that decision tree has 72 nodes in it. That is 72 different decisions you can make with Ka'tahs once you have chosen them. It would be more if we had 6 turns, but the game currently ends Turn 5. This leaves you with some routes that end before using the 6th stance available to you, while some routes you have no stance in turn 5 because you burned through your Ka'tahs fast.

There is fortunately an easier way to look at it. Back to my Math friend

So in this simplified trace path, you start on A1 or A2 on Turn 1 and each arrow represents a new Turn of the game. And you have to remember, you can never go back wards. 

But it really isn't that simple now is it. This represents once you have picked your Ka'tahs. What we need to talk about is permutations. We are in an N choose r situation, where we know r to be 3 (Primary, Secondary, Tertiary), but we don't know what N is. Now based on the preview we know there are 3 Ka'tahs minimum, but also based on the preview I am going to assume there are more. Now I'd venture that there are no more than 6 Ka'tahs for a total of 12 stances. This fits the potential for randomly rolling for a Ka'tah and stance as part of some crusade mechanic or something. There could be less, but likely no fewer than 4, and there could be more, but I am willing to bet no more than 6 Ka'tahs to choose from. We always get 6 powers in a discipline. We always get 6 Warlord Traits. 6 fits the design prerogative of Warhammer 40,000. 

So assuming 6, that is 120 permutations of Ka'tahs. To do the math, that is 

  • 6!/(6-3)! = 120
  • (6 x 5 x 4 x 3 x 2 x 1)/(3 x 2 x 1) = 120
  • 6 x 5 x 4 = 120
  • 720/6 =120

Now lets go look at that visually.

That is 8,640 nodes. Or 3,840 pathways to play the game.

8,640 potential decisions you as the player should understand the consequences of before the game starts. That is 3,840 courses of action that will play out on the table. Even if we used the simplified table, that would be 1,680 nodes for 6 Ka'tahs.

Or as I like to think about it, one node for each name Constantine Valdor has. Which is now canon.

Yes it is.

Now, yes, you don't actually need to know the whole diagram, and you can be flexible and reactive on the decision tree to a degree. And for sure, there will be some Ka'tahs that are OBVIOUSLY better than others, and that's also not to mention that people will have their own personal favorites, leading them to ignore other Ka'tahs all together 99% of the time.

But what you need to understand is that from all that potentiality, each decision you make locks out more and more of the totality of potential, and from the beginning of the game you may choose 3 Ka'tahs that result in this table...

When you really needed a subset down here to achieve victory.

See as you pick yohr Ka'Tahs, you rapidly winnow options available. Without consodering order if you pick one Ka'Tah, you instantly eliminate 30 tables here. Down to 90. Another Ka'Tah and you are down to 24, or 1 row above. You're third and you are down to 6. Start ordering them, the moment you set a primary you are at 2 tables left, and then your secondary selection drives which table you are on.

And there in lies the rub. For a "streamlined" game, this is an INCREDIBLY HIGH amount of decision making and comprehension of potential choices and their impact that is required by the player, and it really does set up for those with the natural ability to understand this, or those who are more experienced in its use, to be better than everyone else. And that is not a system that is friendly to new players, nor is it really friendly to casual players. And IMO to be a good mechanic is a game claiming to be streamlined, it should do both those things.

I can also almost guarantee this will slow game play as people go back and forth agonizing over which Ka'tahs they should select, what order to place them in, and then which stance they should use each turn.

And to complicate it all even further, I am willing to bet there will be

  • A stratagem allowing you to use both Stances from a Ka'tah in a turn
  • A stratagem allowing you to reuse a previously used Ka'tah and/or stance
And I am sure that won't complicate the matter...

And oddly enough your Primary Ka'Tah isn't even your most important. You can only acces it T1 and T2, and you can leave it as early as T2. Your secondary is where it is at since you can time it to be T2, 3 or 4. So whatever stance you want to hit the hardest, make it B1 or B2. Your second most important Ka'Tah is actually your Tertiary for the same reason prett much. You can access it T3, 4 and 5 if timed properly. THIS is what I am talking about when I talk about more some players really using Ka'Tahs to a degree that others can't. Understanding when and where to land their Ka'Tahs.

Now this also means, it may be a little easier to choose though. If a Ka'Tah is obviously a Defensive/Movement buff, it may always be just clear to use it as a Primary for Turn 1 and 2 access. Where as your shooting ones may be best as Secondary and your Assault or Scoring ones as Tertiary. Really narrows you down on the table faster.

I also want to take a moment here to point out though that while this is supposed to represent a Martial prowess and flexibility as unparralled by any others, it is really actually super rigid mechanically. Those potential stratagems aside, lets say I pick a stance from a Ka'tah that would shut down a rerolling hit/wound deathstar character. Lets say its the second stance in that Ka'tah I have used, so I have to move onto a new Ka'tah next turn. Now I selected this in my command phase, so in my opponents turn he knows I have that selected... so he just chooses not to charge this turn. Next turn, I have to choose a new Ka'tah and uh-oh... it is one for dealing with hordes. Now my opponent in his turn charges that character into me and destroys the squad by rerolling everything.

Some bunch of ultimate badasses I was, not able to adapt to the situation when faced with a combat monster instead of the chaff infantry I was planning for.

And to me, this really underscores the complicated nature of the system and what I was saying earlier. You make one bad mistake about what order to put your Ka'tahs in at the start of the game, you are now locked into that mistake for the entire game and may potentially not be able to recover from it. And that is a hallmark of a bad game mechanic IMO.

Will Ka'tahs be useful? I'm sure. But useful doesn't mean good mechanically. Back when space marines got 500 free points in Rhinos and Razorbacks, that was useful, but terrible for the game. When you could have untargetable assasins, useful but bad mechanically. Ka'tahs don't seem to that level, especially since they aren't unfair to your opponent it seems, but they still seem off and rough on their own player.

Will they be fun? IDK. This is where I think you'd need to look more specifically at the Ka'tahs themselves. However, no matter what they are, I am sure there could have been a more fun way to implement them, because this...

This give me a migraine. 

Friday, December 25, 2020

Imperial Armour Compendium Critical Review: Part 4- Grey Knights, Inqusition, Adeptus Mechanicus, Adeptus Custodes

A Continuation of our 11 part review of the Imperial Armour Compendium. This time we are diving into the Grey Knights, Inquisition, Ad Mech and Custodes portion of the book.

I am really trying to not be salty in this, and I am going to be as factual as possible but maintain a critical eye, the intent of which is to inform you and maybe, just maybe, let GW know we notice and care about this stuff. The details matter in an expensive hobby like this, and if it takes a small time blog to hold them accountable then so be it.

This review will be an in depth 11 part series, and I will update and link each successive article below, so keep checking back for updates.

  • Part 1- Book Overview
  • Part 2- Space Marines
  • Part 3- Astra Militarum
  • Part 4- Grey Knights, Inquisition, Adeptus Mechanicus, Adeptus Custodes
  • Part 5- Imperial Knights, Titan Legions, Chaos Knights and Chaos Titan Legions
  • Part 6- Chaos Space Marines, Death Guard, and Chaos Daemons
  • Part 7- Craftworlds and Drukhari
  • Part 8- Necrons and Orks
  • Part 9- T'au Empire and Tyranids
  • Part 10- Death Korps of Krieg Focused Discussion
  • Part 11- Forgeworld Warhammer Legends
Kicking off with Grey Knights and their TWO Datasheets. Of particular note, with the new FAQ, both these units no longer have Adeptus Astartes as a Keyword, but instead of Sanctic Astartes. Interesting indicator of things to come for Grey Knights, and definitely makes stratagems and keywords clearer in the future, closing opportunities for abuse. It is sad that the Doomglaive and the Vortimer Razorback are stuck in legends, but fortunately if you have these models they can still be used as a Venerable Dreadnought and a Razorback with Twin-Heavy Bolter (which isn't half bad as a support tank now). And I still find it incredibly odd that the only army with a full page of art in the whole book is Grey Knights. 
  1. Grey Knights Thunderhawk Gunship.  Same treatment as the Adeptus Astartes one. 710 MASSIVE points decrease and no Martial Legacy. Missing stats on the sheet for a bunch of base wargear. Have to refer to the codex for Airborne, Hard to Hit, Hover Jet and Supersonic. Attacks went from 6/4/3/2 to 6/D6/D3. Lost a point of BS at its highest bracket. Has a rule to specify you ALWAYS measure to the hull which is important after Aresgate in competitve 9th edition. Hellstrike battery got the same bonuses as on the Fire Raptor and Storm Eagle. Thunderhawk heavy cannon went from D6 damage to D3+2 and blast. The Turbo-laser Heavy 3 instead of D3 and gained a point of AP, but damage went to flat 6 instead of 2D6, and lost its ability to do D3 mortal wounds on a wound roll of 6. Lost its invulnerable save which is BIG IMO.  Cluster bombs did get alot better, procing on a 4+ instead of 5+ now, and up to 18 dice instead of 12 or 3D6 vs Vehicles/Monsters instead of 2D6.
  2. Land Raider Banisher. 70 point reduction. This used to be the Vortimer pattern land raider redeemer, but renamed for some unknown reason., my guess is to avoid any potential <Land Raider Redeemer> keyword abuse potential. Attacks on the lowest profile went from 1 to D3. The Flamestorm cannons did become incinerators, so that is a nice touch. But the Psycannons lost 2 shots, but went up to 2 damage. Considering that Heavy Bolters did too though, this isn't as amazing, but since they are still S7, they are more likely to wound. It is a nice improvement, but it is still a Land Raider in a world with Repulsors, so take that under advisement. 

Inquisition is next up with their two dataslates. Lok was never really a good competitive choice, but Rex had his uses, particularly in Custodes lists. He still has some play in him, but was needlessly nerfed IMO. 
  1. Inquisitor Solomon Lok- No points change. Frankly, with the number of things discontinued in Imperial Guard, I'm surprised he stayed around. For one, he is dead. He died in the Imperial Armour he showed up in. They try to make it seem like he may not be dead in his fluff blurb in the compedium, but he was last seen charging a Heirophant with a satchel of demo charges and no way off the planet so yeah... not sure there is a way out of that. Anyway he has no statline change, but his pistol gained a point of AP and his powersword is +1S, which makes him S4 in a T4 meta, so that is good. Unfortunately, he lost his 6+ to ignore wounds and in general isn't very useful as an inquisitor without Psychic powers. The model is cool, and I'd suggest just using it as a ordinary Xenos (or really any ordo) inquisitor.
  2. Lord Inquisitor Hector Rex- 10 point reduction. Lost a point of WS but gained an Attack and a Wound. Went from cast 2 powers and denying 3 to casting 2 denying 2. His storm shield got the same change all storms shields got, which given he is in terminator armour is mathematically better in most cases. His shield now also gives him a 5+ to ignore wounds, which makes it odd that they took it from Lok. His bolt pistol gained a point of AP and his custom sword, Arias, gained +1 S making him S5 in combat. It also wend from D3 damage to flat 2 damage, unfortunately it went from doing a mortal wound against Daemons for every successful hit to doing a mortal wound for every successful wound. Over all a Nerf, but still not a terrible choice at 100 points. 
Next Up Adeptus Mechanicus. Its a shame we will never get Fires of Cyraxus. Here was a chance to port in some of those amazing 30k models, even if they just gave them legends rules, but unfortunately nope. An interesting thing is that the Secutarii got the <TITAN LEGION> keyword as a faction keyword but unfortunately there is no detachment in the game that has a LoW and elites choices in it, and there are no specific benefits for that keyword and there are no HQ units that can take that keyword. Fortunately they kept their rule that they can be in a Ad Mech detachment without ruining the <FORGE WORLD> keyword of that detachment. It will be nice if in the future there are more expansive rules for <TITAN LEGION> and they can all together replace <FORGE WORLD> so you can have all the Ad Mech units in a real Secutarii army (and allow them to ride in any transport). It isn't totally useless though, as they can perform Heroic Interventions if they are within 6" of a friendly Titan of the same legion, and can move 6" if they do so. It is really a great addition. I would be worried about them not being able to keep up with a titan, but really titans stay still in 40k because their weapons have such great ranges. Keep them nearby to a titan to protect against things like Sanguinary Guard.
  1. Secutarii Hoplites- Previous Rules for them here from FW. 1 point increase per model, so 10 points more for the squad. Still a steal at 100 points with a 5+ Invuln and the mag inverter shields. Other than the mentioned heroic intervention and keyword changes above, not other difference. 
  2. Secutarii Peltasts- Previous Rules for them here from FW. No point changes. Lost the ignis blaze profile for their gun than gave them the ability to fire their weapons at targets out of line of sight, but both other profiles gained a point of S and the Flachette profile went from Rapid Fire 2 to Assault 3, but went down from 24" to 18". Still overall an improvement for their gun IMO. Not sure how much utility they bring to an Ad Mech army, but they definitely improved from what they were.
  3. Terrax-Pattern Termite- Same treatment as elsewhere. 44 point increase. Gained 4 wounds.  Attacks went from 6/D6/D3 to 3/D3/1, which is a big nerf for the Drill. Drill also lost its cascading mortal wounds and instead just went to D3+3 damage and D3+6 vs vehicles. This may be better, but its less flavorful IMO and is majorly offset by losing attacks. For some reason they finally included storm bolters here. Volkites gained 5" and they do mortals on a wound of 6. Heavy Flamer and melta cutter gained the game wide bonuses all flamers and meltas have been getting, but melta also went from heavy D6 to heavy 5 and gained 4" of range. So the drill got better at shooting, but worse at drilling, which seems to be the point. In the latest FAQ it also gained the ability to transport Secutarii units.
And finally Adeptus Custodes! The Forge World rules for 8th are all here and not in the previous Index. Really one of the only factions in the book that saw no nerfs, and maybe even improvements, over their previous rules.
  1. Custodian Guard w/ Adrasite/Pyrithite Spears. No points change for Adrasites, 5 point increase for Pyrithite. Really the only noticeable change is Pyrithite got the same melta changes (D6+2) all other melta has been getting in 9th. I haven't been seeing them used a lot in custodes lists, but really that comes down to Allarus and Dawneagles being better. However, I think some clever lists can really employ these guys and they have some more play in them in the 9th ed meta than they did in the 8th ed one.
  2. Sagittarum Custodians- No points change. Also no significant change. Only difference being the Bolt Volley went up 1 damage, following suite with heavy bolters. But the fact tables got smaller in 9th and improvements in terrain rules have really made these an amazing Troop choice for Custodes.
  3. Aquilon Custodians- 5 Point decrease for base wargear and Twin Adrathic destructor, but no points change if you run Talons and Firepikes. Infernus Firepikes went up to 15" from 12", gaining 3 like every flamer weapon in the game. While not as big a deal for them, since they were already over the 9" threshold for deepstrikes, 15" is impressive. Solerite power guantlets changed like all powerfists to flat 2 damage from D3.  Really the only problem with Aquilons is they aren't Allarus...
  4. Contemptor-Galatus and Achillus- 5 point reduction for the Galatus, no change for the Achillus. Gained an attack and a wound and gained Guardian Eternal like all SM dreads, reducing damage by 1 to a min of 1 for all attacks. The Galatus Warblade's shooting range increased 4 inches and the Achillus Dreadspear went to flat 3 damage for shooting, which is a big improvement from d3 Damage. The spear's melee profile also went to D3+3 from D6. The Achillus lost impaling lunge unfortunately, but the other gains it got outweigh that. While I like the improvements to the Galatus more, I feel the Achillus still has more use to a Custodes Army. It is just better at killing vehicles, where as the Galatus shines best against infatry, and Custodes already handle infantry superbly with every other unit. Deepstriking or outflanking a couple of Dreadnoughts though really can ruin your opponent's day.
  5. Agamatus Custodians- 5 point reduction per model for base wargear and adrathic devastator. 20 point reduction over all for the las-pulsar. Otherwise no changes. Really the only reason you don't see these in play is the fact Dawneagles are just cheaper, points and dollar wise. That and the Achillus can do the job of the Las-pulsars for less points with more damage reliability.
  6. Venatari Custodians- No points change. Only change is the lance went to flat 2 damage from D3 damage. But these are still Custodes with a 3+ save and Jetbikes still exist... sooo yeah. Cool models, not bad rules, just not the optimal pick. 
  7. Pallas-Grav Attack- 10 point reduction. In the past I didn't rate these all that well with the Caladius around, but with the way vehicles and cover work in 9th, they have more play in them and can really be a nuisance to your opponent and pair really well as support for Vertus Praetors.
  8. Telemon Heavy Dreadnought- No points change. Gained Guardian Eternal WHICH IS GREAT, especially when you consider the Leviathan lost a point of T. Its explosion also only does d3 mortals instead of d6. He is a very large investment still in a meta with more and better ways to deal with big vehicles,, which is why you see Contemptors popping up more, but this guy is still great and you will see Custodes players running them. 
  9. Caladius Grav Tank- No points change. Only change is the loss of gravitic backwash, which is really unfortunate, especially with the changes to overwatch in 9th edition. That and the point reduction on the Pallas really made 2 Pallas worth it sometimes compared to a Caladius. But these are still great tanks and still have their uses in the game IMO. Maybe not as the super stars they once were with all the improvements to melta and other anti-tank weapons, but still not a bad choice.
  10. Coronus Grav Carrier- 15 point decrease, no other changes. Its nice, but this is still an 18 wound model, which is a liability in 9th. And its a transport for a faction with jetbikes and a universal ability to deep strike. It just doesn't have great uses. Cool model. Great for Crusade and Narrative play. But just not something you will see much in match play. Never have and likely never will. 
  11. Orion Assault Dropship- No points change. Attacks nerfed like all the Astartes Aircraft down from 6/4/2 to 6/D6/D3. Otherwise no changes. When it comes down to it, this has the same downside of the Coronus- you are paying a lot for unnecessary transport capacity. 9th ed table are just too small to need it and you have so many ways to come onto the board now. What you really need is more firepower which leads to the... 
  12. Ares Gunship- Up 20 points. Same attack change as the Orion. The infernus firebomb also changed. You now roll 1 dice for each unit instead of 1d6 for each model in the unit up to 20 (or 3d6 for a vehicle and monster). It still is a 4+, but instead of 1 mortal wound it does D3. Big nerf against horde armies. An Ork mob of 20 boyz on average would have taken 10 mortals, and now suffers 2 mortals 50% of the time. Not really standing out to me as a FIREBOMB. The trade off is now it is each unit within 6" of the point you dropped it, but most of the time that is only 1 or 2 units, and against hordes, like those orks, you are still not going to average the same number of wounds. Weirdly, it really took a massive conflagration bomb and made it a great character sniping weapon, especially clustered support characters. Besides that though, this thing has some great uses in 9th BUT remember, anything that doesn't fit in the deployment zone (and this and the orion won't for some missions) can't do anything 1st turn. This will limit it in comp play, but it is still really good.
That is it for part 4. Sorry these are coming so slow. They take a bit to write, but I hope they are informative.

Monday, August 3, 2020

First 9th Edition List Concepts: Blood Angels, Death Korps and Custodes

Well 9th Edition is here, and it has vastly shifted the meta with new scenarios, list building rules, detachment limitations, new terrain rules, a smaller table size and nearly universal points increases.

Below are my first hot takes at lists as I rebaseline myself to 9th Edition

First Up, Blood Angels
BA 2k Terminators- 1997, 8 CP at Start
Patrol Detachment
HQ: Terminator Captain- 115: Relic Blade & Storm Shield, Relic- Veritas Vitae, Warlord- Speed of the Primarch
HQ: Terminator Librarian- 105: Force Axe, Storm Bolter, Powers- Quickening, Unleash Rage
Troops: Tactical Squad (6)- 115: Sergeant w/ Combi-Grav & Power Axe; Grav-Cannon; 4 x Bolters
Heavy Support: Land Raider Helios-  293: Helios Launcher, 2 x Twin Lascannons, Hunter Killer Missile, Storm Bolter

Vanguard Detachment
HQ: Brother Corbulo- 90: The Red Grail, Heaven's Teeth, Bolt Pistol
HQ: Terminator Chaplain- 98: Crozius Arcanum, Storm Bolter, Litanies: Invocation of Destruction, Exhortation of Rage
Elites: Terminator Ancient- 95:Lightning Claw, Relic- Standard of Sacrifice
Elites: Terminator Squad (5)- 192: Chainfist & Storm Bolter, 2 x PF & SB, Assault Cannon & PF, Sergeant w/ Power Sword & SB; Teleport Homer
Elites: Terminator Assault Squad (5)- 215: 5 x TH & SS; Teleport Homer
Elites: Cataphractii Terminator Squad (5)- 180: 5 x Dual Lightning Claw, Sarge w/ Grenade Harness
Elites: Tartaros Terminator Squad (5)- 189: Sergeant w/ Grenade Harness, Power Sword & Plasma Blaster; 2 x Combi-Bolter & Power Fist, Combi-Bolter & Chainfist, Reaper Autocannon & Chainfist
Heavy Support: Land Raider Crusader- 310: 2 x Hurricane Bolters, Twin Assault Cannon, Multi-Melta

I made this list to maximize terminators, who have become useful for their mid-board staying power. Calling it now, when the new codex drops and storm shields all become 4+ invulns, the cataphractii terminators are going to be great with their built in 4+ and the ability to still take 2 weapons.
However in the meantime, this list is meant to both be thematic and really adjust to the new battlespace. The Crusade will protect the Helios from assault and deliver one of the close combat kitted squads to the front along with 3 characters (Likely the Captain, Chaplain and Corbulo). The helios stores the tacticals, who are there to be a cheap, transportable (since the helios capacity is 6) troops choice to leave on an objecting. Loaded with grav to help take out primaris, custodes, terminators, death guard, and other high durability units showing up a lot in the early 9th meta.  Shooting terminators advance on their own and the Librarian and remaining terminator squad are prime candidates for deep strike. Two teleport homers in the list are left in my back field to warp to for escape or flanking protection as needed.

Next Up, Death Korps of Krieg
DKK 2k- 1997, 12 CP to start
Battalion Detachment
HQ: Marshal Karis Venner- 79: Momento Mori, Powersword, Hot-shot Laspistol, Warlord- Grand Strategist
HQ: Death Rider Squadron Commander- 54: Hot-Shot Laspistol, Demo-Charge, Power-Sword, Relic- The Blade of Conquest
HQ: Death Rider Squadron Commander- 52: Hot-Shot Laspistol, Demo-Charge, Hunting Lance
Elites: Death Rider Command Squad (4)- 60: 4 x Laspistol & Hunting Lance
Elites: Engineers (10)- 93: Watch Master w/ Chainsword, Shotgun & Melta-Bomb; 9 x Shotguns, Vox, Demo-Charge, Gas Grenades
Troops: Grenadier Storm Squad (10)- 97: WM w/ Chainsword & HS laspistol; 7 x HS Lasguns, 2 x Plasma Gun, Vox
Troops: Grenadier Storm Squad (10)- 103: WM w/ Chainsword & HS laspistol; 7 x HS Lasguns, 2 x Melta Gun, Vox
Troops: Grenadier Storm Squad (10)- 103: WM w/ Chainsword & HS laspistol; 7 x HS Lasguns, 2 x Melta Gun, Vox
Troops: Grenadier Storm Squad (6)- 53: WM w/ Chainsword & HS laspistol; 3 x HS Lasguns, 2 x Grenade Launcher, Vox
Fast Attack: Death Rider Squadron (10)- 150: WM w/ Hunting Lance & HS Laspistol; 9 x Hunting Lance & Laspistol
Fast Attack: Death Rider Squadron (10)- 150: WM w/ Hunting Lance & HS Laspistol; 9 x Hunting Lance & Laspistol
Fast Attack: Death Rider Squadron (10)- 150: WM w/ Hunting Lance & HS Laspistol; 9 x Hunting Lance & Laspistol
Heavy Support: Stygies Thunderer Siege Tank- 160: Demolisher Cannon, Heavy Stubber
Heavy Support: Stygies Thunderer Siege Tank- 160: Demolisher Cannon, Heavy Stubber
Heavy Support: Malcador Annihilator- 310: Twin Lascannon, Demolisher Cannon, 2 x Lascannons, Heavy Subber
Flyer: Thunderbolt Heavy Fighter- 225: 2 x Twin Autocannon, Twin Lascannon

So this list is really a standard DKK list however THEY FAQ'D THUNDERER SIEGE TANKS! THEY ARE ACTUALLY PLAYABLE! AND MALCADORS! And their low profile will be really nice in with the way terrain works now. Not to mention having 3 demolisher cannons with the new blast rules. And the malcador can now EAT UP other tanks since its twin lascannon can fire twice. And with smaller board sizes, once you get those lascannons into position, you should likely never need to move for range, meaning maximum firepower. The only downfall of these tanks are they are all still susceptible to close combat because the demolisher cannons can't fire and they have really nothing to clear out infantry. However, screening them with Death Riders will be great. Speaking of which, the new reserve rules really are great for the Death Riders, allowing some late game action by my horses. Lastly, sticking with grenadiers for their improved durability over normal kriegers and the ability to tote around some specialized firepower.

Finally, my first take at Custodes
Custodes 2k- 1998, 11 CP to start
Patrol Detahcment
HQ: Trajann Valoris- 190: Watcher's Axe, Misericordia
HQ: Jetbike Captain- 178: Hurricane Bolter, Interceptor Lance, Misericordia, Warlord- Superior Creation, Relic- Auric Aquillas, Captain Commander- Indomitable Constitution
Elites: Allarus Custodians (4)- 292: Castellan Axes, Misericordia
Elites: Vexilus Praetor- 128: Storm Shield, Misericordia, Vexilla Magnifica
Troops: Sagittarum Custodes (3)- 153: Adrastus Bolt Calivers, 1 x Misericordia
Troops: Guardians w/ Adrasite Spears (3): Adrasite Spears, Misericordia
Fast Attack: Vertus Praetors (3)- 294: Hurricane Bolters, Interceptor Lances, Misericordia
Fast Attack: Vertus Praetors (3)- 294: Hurricane Bolters, Interceptor Lances, Misericordia
Heavy Support: Telemon- 295: Caestus w/ Twin Plasma Projector, Arachnus Storm Cannon, Spiculus Bolt Launcher

Custodes are solid so far this edition, but numbers are still limited. I would likely drop Trajann in via From Golden Light with the Terminators. The Adrasite Spears are not something I've seen mentioned alot, but I like them for much the same reason I mentioned grav in the Blood Angels list- the ability to remove things like custodes, primaris etc. etc. I would run the bike squads together as cover for each other. The new "you have to reach everything you declare when you charge" makes the threat of a Stooping Dive incredible. Just keep the squads a few inches apart such that charging both is never likely, but will always be answered with a stooping dive. Running with them would be the INDESTRUCTIBLE JETBIKE CAPTAIN. 3+ invuln, 5+ FNP, 9 wounds. He is not dying. If this proves overkill though in the long run, I would likely swap Indomitable Constitution for Unstoppable Destroyer for some extra threat range. Last thing to really mention is the Telemon- Star of 9th. Dreadnoughts got better and he is king. Truly a threat to both vehicles and infantry in and out of combat. Fully expect a points hike at the first available opportunity.

Tuesday, December 3, 2019

WZA 2019- The Death Korps Rides (and fails their charges)

I know it is a month after the event, but finally getting round to posting my WZA coverage.

It was an awesome event. Really well organized and some pretty awesome tables. The location was super convenient right at the airport. Terrain was good quality and nicely varied. LOS blocking without just relying on NOVA Ls or Adepticon Walls. 

SO here is the list I ran. Remember this list/post when I rant about CA2019 next post. I decided on my Krieg for a few reasons
1- The paint rubric (I maxed it)
2- I needed a reason to paint my Metal Stormtroopers (I still have another 40 or so to paint)
3- I haven't used them since the Adepticon 2018 Friendly (pre-rule of 3)... when Deathriders could still be taken EN MASSE and the game wasn't quite as unfavorable to DKK yet. But I digress. Point is it had been a while, so I figuered I had to play with my toys in some capacity.

Necromundan 4th Irregulars (Death Korps of Krieg counts as)
2k pts, 10 CP
-This is an army I have built and converted to look like 2nd Ed/Rogue Trader Guardsmen, but I use DKK rules for them as its the only way to field mass cavalry)

DKK Battalion
HQ- Marshal Karis Venner- 69: Warlord
HQ- Marshal- 37: Chainsword, Hot-shot Laspistol, Relic- Kurov's Aquilla
Elites- Combat Engineers (10)- 89: Watch Master (WM) w/ Power Maul and Shotgun; Vox; 9 x Shotguns, acid grenades
Elites- Death Rider Command Squad- 68: 4 x Laspistol, 4 x Lance
Troops- Grenadier Storm Squad (10)- 113: WM w/ Chainsword and Hot-shot Laspistol; Vox; 7 x Hot-Shot Lasguns, 2 x Meltagun
Troops- Grenadier Storm Squad (10)- 91: WM w/ Chainsword and Hot-shot Laspistol; Vox; 7 x Hot-Shot Lasguns, 2 x Grenade Launcher
Troops- Grenadier Storm Squad (10)- 91: WM w/ Chainsword and Hot-shot Laspistol; Vox; 7 x Hot-Shot Lasguns, 2 x Grenade Launcher
Fast Attack- Death Rider Squadron (10)- 160: Ridemaster w/ Hotshot Laspistol; 9 x Laspistol, 10 x Lances
Fast Attack- Death Rider Squadron (10)- 160: Ridemaster w/ Hotshot Laspistol; 9 x Laspistol, 10 x Lances
Fast Attack- Death Rider Squadron (10)- 160: Ridemaster w/ Hotshot Laspistol; 9 x Laspistol, 10 x Lances
Heavy Support- Heavy Weapons Squad (3)- 30: 3 x Mortars
Dedicated Transport- Trojan Support Vehicle- 98: Heavy Bolter

DKK Supreme Command
HQ- Death Rider Squadron Commander- 45: Demo-charge, Hot-shot Laspistol, Lance; Relic- Laurels of Command
HQ- Death Rider Squadron Commander- 45: Demo-charge, Hot-shot Laspistol, Lance
HQ- Death Rider Squadron Commander- 45: Demo-charge, Hot-shot Laspistol, Lance
Lord of War- Shadowsword- 562: Two Pairs of Twin Heavy Bolter + Lascannon Sponsons, Heavy Stubber, Volcano Cannon, Twin Heavy Bolter

Astra Militarum Vanguard
HQ- Primaris Psyker- 46: Force Stave, Laspistol, Power: Nightshroud, Psychic Barrier
Elites-  Astropath- 26: Laspistol, Power: Nightshroud
Elites- Techpriest Enginseer- 30: Power Axe, Laspistol, Servo Arm
Elites- Death Rider Commissar- 35: Chainsword, Laspistol


Heads up- this post focuses on a lot of my bad luck and inability to connect. That is not to say my opponents were not good talented opponents. I think of my Ls, I only would have had a shot of a W in rounds 2 and 3. 1 and 4 were always going to be losses. But some of my bad luck was almost comical (rerolling everything on a shadowsword full profile and doing 0 damage), and really set the theme for my weekend.

Game 1- LOSS vs Custodes/Admech
Quite possibly my best opponent of the weekend, though they were all great (espeacially rounds 4 and 5 as well), but this player went on to win best Sportsmanship, so no real surprise. While I had fun, the way this game played out really indicated to me how the weekend was going to go and made me wish deep down I had brought my Custodes. I had to go second. Lost my Shadowsword top of 1 before I could use it. Then proceeded to fail multiple Death Rider charges against vehicles, even with a Reroll. I wasn't tabled and managed to get a few points, but I took a big L.

Game 2- LOSS vs Space Wolves
This is the game I felt had only 1 of 2 things gone differently I could have given my opponent a run for his money.
1- If I had gone first/seized
2- Had I not failed a charge vs Veteran bikers
So going second stunk because there is nothing you can do to mitigate what 2 invictor warsuits will do to Death Riders and a Spartan Quad laser does a lot of damage to a Shadowsword. Had I seized, hit invictors and spartan would have promptly been dealt with. As it was though my sword managed to barely survive T1 and take out a Spartan loaded with Wulfen, but it died promptly after that. And failing a charge vs bikers meant what should have been a massacre with my lances, freeing up a squad to go tie down those wulfen, turned into a 4 round battle of attrition. Was pleasing to see later on my Engineers gun the Wulfen down, but by then I was a spent force. Once more not tabled, scrapped up a few secondary points myself, but ultimately utter defeat.


Game 3- LOSS vs Imperial Knights/Ultramarines
Once again I went second. But my Shadowsword survived unscathed T1 this game and destroyed a knight... to only be charged by a knight with a Thunderstrike Guantlet T2. And actually not charged. Consolidated into and then he used a fight again stratagem, so no overwatch. Had I gone first, I likely would have won, because a macro-weapon would kill a knight a turn given the chance. and would have left him a spent force.
Highlight of the game though was a storm trooper krak grenade finishing off that knight.
Lowpoints included 17 wounds vs Intercessors with my Engineers 2D shotguns only to watch my opponent make 16 saves. Also charging Guilliman and then doing basically no damage and having the squad wiped in return. Once more an appreciable loss, but not a tabling.

Game 4- LOSS vs Chaos (Magnus/Morty)
Another AMAZING Opponent. Only game I got tabled, but one of my higher scoring games I believe because of my secondaries. But to continue my luck this game, I had my Shadowsword unscathed first turn and on full profile rerolling all hits and wounds from Vengeance of Cadia do a grand total of ZERO damage to Magnus and Mortarion. I did more damage to morty with a democharge. And I charges Magnus with a full 10 man DR squadron... and did 0 damage. There seems to be a theme this weekend about me trying to wound primarchs...
Highlights of the game though were nuking a Daemon Prince with my engineers and having a squad of DR come in later and actually make a charge to clear out a backfield... until Blood Letters came in and cleared me back out.

Game 5- WIN vs a Warhound Titan
This was my one win, and it happened top of Turn 1. Only game I got to go 1st BTW. My opponent fully expected this, because he gave me a box of snacks and comics explaining that the game was likely going to be over super fast, so since I paid to be there, I was at least going to get something out of it. BUT in ended because I had a MACRO weapon (volcano cannon) vs the Warhound. And I made sure to save that for last, lowering its voids with various other weapons first.

So a few take aways
1- Don't take DKK to a tournament
2- Don't take a non-Tallarn IG superheavy to a tournament
3- Don't take a Warhound to a Tournament
4- Have better luck than me
5- Notice, I didn't mention my Grenadiers once. Hold onto that for my eventual CA rant.

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