Showing posts with label Imperial Armour. Show all posts
Showing posts with label Imperial Armour. Show all posts

Monday, August 7, 2023

Warhammer 40,000 - Astra Militarum Imperial Armour Part 2

Almost done with my data entry, then I'll finally get to move on to logic and algorithm.  Though I'll likely need to take a break this week as I have a lot of doctor stuff coming up.  In the mean time, we've still got another Astra Militarum download to go through.


DATASHEETS

Avenger Strike Fighter - 130 pts

Time for the forces of the Imperial Navy!  Aircraft in 10th Edition aren't doing very well right now.  While they get the same benefits as Towering, they usually have to start off the board.  This means you don't get any chances at some good Turn 1 shooting with them.  Additionally, because of their movement rules, every model has a predictable "flight path."  Smart opponents have learned how to use this to avoid any bomber abilities and even keep completely out of line of sight.  The end result is that Aircraft need to either be very flexible, have awesome guns, or useful special rules to consider including.

This has none of these things.  While relatively inexpensive for its profile and the guns it's carrying, its main ability is to shoot back at an enemy that destroys one of your units.  The fact this keys off the Fly keyword isn't bad, but the fact it only triggers when a unit is destroyed is an issue.  Like I said, you can play around Aircraft pretty easily.  The number of times an opponent is going to destroy one of your units within 6" of an Avenger, and the Avenger will be able to do anything meaningful will be zero.  I don't even think the threat of it will affect your opponent's game plan much.

130 pts isn't bad for the body and guns it has, though.  If it didn't have to start off the board, it'd be a pretty nice vehicle on its own.


Voss-Pattern Lightning - 130 pts

While the -1 to Hit is nice, I don't feel like the hellstrikes make up for the loss of the bolt cannon and heavy stubber.  This just isn't bringing enough damage.


Thunderbolt Heavy Fighter - 190 pts

The shooting on this will be much more effective, at least when targeting enemy Flyers.  At BS4+, that +1 to Hit really helps.  But it's not a large enough improvement in toughness and fire power to justify being that much more than an Avenger.


Vulture Gunship - 225 pts

The fact this has the Hover keyword immediately makes it more interesting.  When your Aircraft has Hover, you can essentially treat it as Knight with better movement.  At that point, the question becomes whether it can survive to get its value in.

And unfortunately, I just don't see it happening.  It's not tough enough to survive enemy shooting and it just doesn't put out enough of its own.  If you're going to take one, I definitely think you take the gatling cannons though.  Those will at least reliably let you force some Battle-shock tests.


Marauder Bomber - 345 pts

I'm sorry if this is feeling really negative, but unfortunately Aircraft just really aren't in a good place, and this really isn't helping.  The fact you have to specialize its bombs really reduces its usefulness.  Your opponent could already easily play around the bombing run, now they don't even have to worry about it for all their units.  Even if you could reliably make the bombing runs, you're going to be doing a total of 6 mortal wounds on average during a game.  That just does not justify that price tag.


Marauder Destroyer - 375 pts

This at least is better.  The 6 average mortal wounds per game goes up to 8 and now threatens your opponent's entire army, and you get way more guns.  I'd definitely say this is the better of the two bombers.  However, the price tag is still way too high.  On a guess, I'd honestly say its at least 100 pts too much for what it will do.  That's the kind of cost issues we're running into with some of these.


Tarantula Battery - 35 pts per model

I've always kind of liked these, even if they've never been particularly good.  I think it's because I've always liked sentry guns in movies and games.  However, as cheap as these are, they're still too expensive.  A single gun in your deployment zone doesn't do a lot, even if it's a good gun.  GW may be charging a little too much for movement, but not being able to move a model is a big deal.  If you've got the points free, grab one of the demolition vehicles.  These are a pass.


Rapider Laser Destroyer Battery - 30 pts per model

Okay, now those Tarantula's really look bad!  These however are actually pretty good!  You'll need to get them into position so that you can use that Heavy ability, but then you'll be blasting away with a pretty good gun.  It's too bad Guard doesn't really have order splashing anymore, as you'll nearly always have better targets than this.  But if you want a cheap screener or list filler, this is actually a good deal.


Hades Breaching Drill - 110 pts

Interesting!  While I think this is overpriced, Deep Striking any Infantry unit is huge.  I especially like the fact that the setup range on this is 9", as it means you can potentially crowd in a large number of models around it.  No matter what unit you bring in with Subterranean Assault, you'll probably manage to successfully deploy it.  If you like the idea of making a gigantic block of Infantry to try and hold the mid board, this might reliably get it there.


Trojan Support Vehicle - 80 pts

I like this too!  It may have to wait until Guard vehicles are in a little better spot, but once they are this will be a useful piece of tech.  It's nice and cheap and it doesn't put out anywhere near enough shots for your opponent to want to shoot at it.  When they do, this is just tough enough they'll be grinding their teeth at the amount of fire power they have to use to take it down.  So this will either spend the game healing and buffing vehicles or taking shots that are meant for them.  Honestly not bad for 80 pts.


FINAL THOUGHTS

This might have seemed a little hum drum, but it's honestly just that Aircraft are in a bad spot, and half of this was Aircraft.  Honestly, if you really want to take some fighters, 130 pts isn't bad for the Avenger.  You're really going to have to work to feel like it's contributing much.  The rest of these were fun though, even if GW is asking way too much for the Tarantula.  I'm especially curious to see if anyone is making Breaching Drills work.

Thursday, August 3, 2023

Warhammer 40,000 - Astra Militarum Imperial Armour Part 1

Over the history of Forge World, the model line has been used for many things.  Its original purpose, of course, was selling titanic figures that couldn't be cast in plastic or pewter.  But as GW finally abandoned pewter, discovering it could use fine cast resin as an "adequate" replacement, they expanded the Forge World line.

Guard are one of the factions that have historically "benefited" from the existence of Forge World.  Not only are they the original faction to receive rules for using Titans, but their super heavy tanks were originally Forge World kits too.  As GW focused more and more on Cadians as the pattern for most Guard regiments, other classic regiments ended up going to Forge World.  This tentatively allowed GW fans that didn't want to go with the now standardized regiments to still get some official models.

Now there are far more options available for customizing the look and feel of a guard army, and GW has decided they don't want Forge World to be a supplement for their basic games anymore.  The Baneblade has been out in plastic for some time now, our first heavy plastic tank came out in 9th with the Rogal Dorn, and we've finally gotten plastic Krieg as well as the return of Rough Riders.

Still, Forge World models aren't a thing of the past yet.


DATASHEETS

Death Korps Marshal - 60 pts

For 10 points more than their Cadian counterpart, the Marshal loses the ability to take a bolter, gets a 5+ FNP which they share with their unit, and a free Insane Bravery.  For some reason, the Insane Bravery is capped by this rule to twice per phase, but it's still nice to see the unshakeable nature of the Death Korps represented in some way.  I just don't think it's worth more than a Castellan.  It's not much of a tax, but its till feels like a little bit of one for taking a proper Leader for you Death Korps.

Death Rider Squadron - 70 pts for 5 models (14 pts per model)

By contrast, their Riders are 10 pts cheaper.  Their melee isn't bad either, and their Ridemaster can take a plasma pistol.  They can also reposition if an enemy gets too close, though this is not going to keep them from being shot off the table and the Attilan ability to Fall Back and Shoot and Charge is superior.  Still, 14 pts for fast moving, hard hitting, 2 wound models is pretty good.

Death Rider Squadron Commander - 60 pts

And if you take a unit of Death Riders, you should definitely take one of their officers.  For the same price as the Marshal, you get a faster and hard hitting model that grants Infiltrators to their unit.  In addition, you get DEV WOUNDS on the charge, for some extremely good melee threat.  I think Death Riders are actually really good.

Carnodon - 160 pts

For 35 pts less, the Carnodon isn't quite as tough as a Russ but is a little faster.  Unfortunately its weaponry is pretty underwhelming.  Autocannons just aren't what they once were, and none of its other weapons really have much output either.  You could potentially consider loading it up with some volkite and hoping to spike out some mortals, but I just don't think its worth it.  Guard vehicles, other than indirect, are proving to be over-costed, and this is not exception.

Cyclops Demolition Vehicle - 25 pts

This thing actually might be worth taking now.  With an 8" move and 4 wounds, you can use this as a mobile screening unit and there's nothing stopping it from running secondaries either.  You can only take three of them, but that's 75 points for 3 units deterring movement, scoring missions, and eventually turning into a one time smite.  They're honestly not bad.  At worst they're decent point fillers.

Malcador - 250 pts

The Leman Russ's big brother is bigger and tougher, but certainly isn't meaner.  They have similar loadouts but the Malcador trades a pair of Autocannons for an inferior main gun.  If the Leman Russ were properly priced, and it's not, I'd say this needs to be at least 15 pts cheaper.  As things stand it's probably at least 25-40 pts more than it should be.  Even then, the Russ is a smaller target that punches just as hard.

Malcador Annihilator - 270 pts

The Demolisher cannon has certainly proved itself to be worth at least 20 pts more than a standard battle cannon, and the Malcador didn't even have that.  Additionally, this tank gets IGNORES COVER if you get close, which is fantastic in 10th Edition right now.  Though with the loss of Armour of Contempt from the basic Malcador, it'll be harder to get in range.  This is unfortunately still overpriced.

Malcador Defender - 310 pts

For 40 pts more than the Annihilator you lose some heavy firepower but pack a whopping 21 heavy bolter shots.  You also get improved Overwatch, but Guard already have good Overwatch units that are far cheaper.  While this will make an impressive road block, you don't spend 310 points for a screening unit.

Malcador Infernus - 235 pts

Our least expensive Malcador variant actually comes it at only 15 pts more than a Demolisher.  However, what you're actually comparing this to is a Hellhound.  The inferno gun is a bit of sidegrade from the inferno cannon.  It does pack more guns though, including the ability to still bring two autocannons or lascannons.  However, its only special rule is to get a final shot with its inferno gun with a 3+ on death.  Take the Hellhound.

Earthshaker Carriage Battery - 80 pts

At first I thought this was just a mini Basilisk that couldn't move very well.  But that's not necessarily a bad thing, you don't need to move these.  Then I noticed that they only hit on 5s.  That part's not as good.  Now they're Regiment, so you can target them more easily with orders.  But do you really want one of your regimental officers kept babysitting these?  Unfortunately I think the full sized Basilisk is probably better.

Medusa Carriage Battery - 80 pts

An alternative to the Earthshaker, the Medusa is a bit of a side grade.  The weapon is all around more powerful, but doesn't have anywhere near as much board presence.  And at Move 4, you're not exactly rolling it out onto the board.  Additionally, Battle-shocked is usually not as useful a debuff as shaken is.

Stormblade - 415 pts

Now this is a big tank!  Basically a Baneblade that's been modified to carry a Titan's plasma blastgun, it has similar firepower to the other Baneblade variants.  The Shadowsword currently seems to be the most popular variant, so that's the one I'm going to compare this to.  Now the plasma blastgun is certainly no volcanno cannon, but it's still a good general purpose weapon that can threaten both Infantry and Vehicles.  My only problem is I'm struggling to find a place for it.  It's just not really bringing anything your army really needs.  Still, it's the most affordable of the super heavies, so if you really want to field one and don't want to spring 25 points more for a Shadowsword, it's not a bad option.

Macharius - 310 pts

The classic heavy tank option has a chassis closer to a Baneblade than a Rogal Dorn, but firepower similar to it's smaller cousin.  So basically you're trading toughness for fire power at a cost of 25 pts.  Again, now that we've gotten a chance to see how Guard vehicles are performing, I'm feeling like this is just too expensive.

Macharius Vanquisher - 285 pts

Okay, now we might be getting somewhere.  While the vanquisher cannon is a single shot weapon, you get re-roll hits and wounds with it to drastically improve its reliability.  And if you've got someone that can give out orders to tanks, you can further improve that reliability.  Honestly I'd take this over a Rogal Dorn.

Macharius Vulcan - 310 pts

A tank with a vulcan mega-bolter!  This thing can absolutely shred infantry, but so can tons of other guard options.  Again, it's a lot of points for something Guard doesn't really need.  I like that it doesn't suffer any penalties for Big Guns though.

Praetor - 275 pts

The power of indirect is you don't need to be in the line of fire, so the tougher chassis doesn't really help this thing.  So we're left looking at just its gun to justify taking it over any of the other indirect options.  The first nice thing is that if you've got a source of tank orders, it's hitting on 2s with Take Aim.  The foehammers are also pretty interesting, wounding big targets on 4s even with its low strength.  But again, you'll want your indirect to be sitting back and firing without needing orders, and you have other ways to get that bonus.

Crassus - 180 pts

You're actually getting a bit of a discount on transport capacity with this.  In exchange for the mobility and flexibility of multiple Taurox, you get a tougher model that can transport a ton of guard in bulk.  And while not as fast, it does have Fire Support, which I'm very fond of.  However, I'm struggling to figure out how all those guard are going to disembark from this thing.  35 models is a lot!  Still, if you need to transport a full Infantry Squad with command, attachments, and bodyguard, this will do it!

Colossus - 160 pts

Huh?  A direct fire mortar?  What?

So unfortunately that means we're comparing it to the Leman Russ, which is tougher and has more guns.  However, as weird as the gun is, it's not to be sneezed at.  Any big target you get a decent hit on is probably going to be taking mortals.  This means this thing can pretty easily punch above its weight.  It's pretty swingy for 160 pts though.

Valdor - 285 pts

Again, we're trading toughness for guns with the Rogal Dorn again.  Only this time, we've actually got a pretty good main cannon to justify it.  Hitting with 2 shots on 3s with HEAVY, the Valdor punches at S16, AP-4, and DmgD6+1.  And as a kicker, if you're targeting a Monster or Vehicle, you get to re-roll the damage.  It's probably a little overpriced, but I feel like this is a little closer to fine than the other options are.


FINAL THOUGHTS

There are many guard players out there that long for the day when they can field a wide variety of different vehicles and regiments for their army.  We're getting there again with the infantry, and we've started getting better access to vehicles too.  But unfortunately guard is in a position where their vehicles are struggling to make up their cost.  It doesn't help it's far more difficult to get buffs on tanks now, and they even took away Ursula's ability to give strats to them.  I feel nearly the entire Forge World line needs to come down in price.  Yes, both prices.

However, Death Riders look like a lot of fun, and there were a few vehicles that might make cool alternatives for roughly the same value as their plastic counterparts.  Hopefully we'll see a bit of an overhaul soon.

Wednesday, August 2, 2023

Warhammer 40,000: Adeptus Titanicus Imperial Armour

I'm slowly starting to feel a little better.  While recovering, I've been putting little bits of time into some brainless parts of my various 40K projects, and I'm hoping now I can get some more serious work done.  But for this blog today, we're doing Titans!

Who doesn't love big stompy robots?  And 40K has some of the biggest and stompiest!  Titans, unfortunately, are usually relegated to casual games and often then only the largest scale ones.  Even the smallest Titan takes over half your army to field in points, leaving only a few units to actually play the game with.  And for all their grandeur, the 40K Strength/Toughness system does mean that they will eventually get shot down.  Now at least, the vast majority of weapons will be wounding your Titans on 5s and 6s while still allowing your Titans a decent save against them.

Without further ado, let's see what the surviving Legios of the 41st Millennium can field.


DATASHEETS

Warhound Titan - 1100 pts

Costing over half of a Strike Force army, the scout titan of the Legios comes with 40 T13 Wounds, a 2+ Sv, a 5+ Invuln against ranged attacks, and two massive guns.

You might be wondering why such a massive piece of tech only gets an Invuln against ranged attacks.  This is to represent both the main means of protection Titans have and their primary weakness in the lore.  Titans are protected by a bubble of warp distorted space called a void shield.  Void shields are fantastic at deflecting and destroying incoming projectiles and energy attacks, but they can be traversed by properly protected infantry and vehicles.  They also take a tremendous amount of energy to power and can be overloaded.  In past editions, void shields provided better protection but could collapse just as they do in the lore.  For 10th edition, GW has decided to just represent this with a plain 5+ Invuln.

For our guns, we have the inferno gun: a 24" flamer that hits at S7, AP -2, and Dmg3.  Averaging 10.5 hits, this thing will scoop even tough 5 man units and has a decent chance to pull 10 man units off the table too.

For slightly larger units, we have the vulcan mega-bolter.  While not as good against elite infantry, even Space Marines will have to fear the shear number of shots it puts out.  Anything not wearing power armour is going to take massive damage, obliterating many 10 man units.

For monsters and vehicles, we have the plasma blastgun.  At an average of 10 shots and the BLAST ability, this thing is a serious threat to Infantry too.  But even on its basic profile, it hits at S9, AP-3, and Dmg4.  That number of shots means that even wounding on 5s, this thing can melt most vehicles.

Finally we have the turbo-laser destructor: D3+3 shots at S20, AP-3, and Dmg2D6.  While outclassed by many anti-vehicle weapons in the game, that will still reliable reduce even the toughest vehicles in the game to scrap.

Let's not forget that as a Titan it has Towering and so it can strike nearly anything on the table with everything but the inferno gun.

The Warhound also comes with two abilities.  The first is the second price you pay for fielding a Titan that we saw in the Faction Focus.  If you want to use a Stratagem on a Warhound, you'll have to pay twice the CP for it.  This effectively means you're likely not using any strats on it.  The second is flank speed, which allows it an automatic +8" on an Advance, making it a pretty fast piece of tech.  However, you're likely going to just put two plasma blastguns on it, stand it where ever you can fit it in your deployment zone, and use every turn to blast away with it.

Now here's the part where you're expecting me to tell you that despite all of that, it's just now worth it.  Except . . .

Here's the thing, most opponents will have enough fire power to bring this thing down.  Especially with other Towering and Titanic units being so potent right now, every army has to have an answer to something like this.  But this thing has twice the wounds of many of those rival units.  More than likely, it will survive the first round of firepower, after which it will remove two threats from the board.  That makes it more likely to survive the next round and allow it to scoop up two more threats.  There will definitely be games in which this thing earns its points back before your opponent manages to bring it down, if they even do.

The main problem is that this is over half your army.  It will be sitting in your deployment zone, scoring your backfield objective, and that's it.  You likely won't have a lot of units to play Tactical Missions, so you'll be relying on Fixed for Secondary scoring.  And you'll have to hope the units you're blasting off the board are enough to make sure you're winning on Primary.

There is legitimately a world in which you can play competitively with a Warhound Titan, but you're definitely going to have to work for it.


Reaver Titan - 2200 pts

The only Titan I've faced across the table in an actual game of 40K, many moons ago in the days of 2nd Edition, Reavers are definitely scary.  Reavers go up to T14 and have 60 Wounds to the Warhound's 40.  They come stock with an apocalypse launcher and can pick two other guns to fire with.  We'll start with that apocalypse launcher.

Like the Basilisk, this gun has the range to hit your friends army on the other side of the LGS.  It's an INDIRECT FIRE weapon, but that doesn't really matter.  Unless you're on a board specifically designed to allow units to hide from Towering, you're going to be direct firing this.  Still, it allows a little proof against terrain.  With 3D6 BLAST shots at S7, AP-1, Dmg2, it's a serious threat to all light infantry.

For heavier armour, you've got the gatling blaster.  Firing 12 shots with SUSTAINED HITS 1 at S8, AP-2, and Dmg3, even Terminators are going to need to worry about this thing.

The laser blaster is next with 8 shots at S20, AP-3, and DmgD6+2.  This is probably the go to weapon for the Reaver, as this will allow you to deal with most armoured threats, including enemy Titans, but still has enough shots to deal with Infantry.

Next is the melta cannon: D6+2 BLAST shots at S13, AP-4, Dmg6, or Dmg10 at 24".  Honestly this is just such an odd duck.  While the high AP is nice, you're going to want to stand back in your deployment zone and blast across the board, so you're never really going to get much use of the MELTA rule.

Then there's the volcano cannon, which you might have seen on some other kits.  It can still hit the next table over with 120" range, D3+1 BLAST shots at S24, AP-5, Dmg14.  Honestly, if you're in a game where you can bring a Reaver, you probably want at least one of these.

Finally, you can give a Reaver a power fist, striking with 6 S20 attacks at AP-4, Dmg14, or sweeping with 12 S12 attacks at AP-3, Dmg6.  You're not going to do this though.  Not only are the guns better, but this hits on 4s.  Even if it hit on 3s, I still wouldn't take this.  Those big stompy feet will punish anything that tries to tie this up in melee, and the Reaver can Fall Back and Shoot and Charge.

Unfortunately my calculous for the Reaver doesn't work out as well as the Warhounds.  Basically, this is a Warhound that has a better chance of lasting through the game.  But you're going to be removing, at most, a third unit off the table each turn.  And honestly, that's not going to happen very often.  You may still want to bring this in truly massive games where you know there will be other Titans.  But unless that's the case, this just isn't worth the cost of two Warhounds.  And even if there are enemy Titans, we have another challenger to consider on the next datasheet or so.


Warbringer Nemesis Titan - 2600 pts

For only 400 pts more than the Reaver, the Warbringer has 20 more wounds and can bring all the same weapons, other than the apocalypse launcher and the power fist.  But instead of the apocalypse launcher, the Warbringer brings 2 anvillus defence batteries, 3 ardex-defensor maulers, and either a quake cannon or volcano cannon.  Let's start with the small guns.

Both the anvillus and ardex-defensor are statted for anti-infantry, though the anvillus can also do pretty well against light flyers.  You get a total of 34 shots between them, but crucially it's 5 different guns so you can split their fire as you need.  This gives the Warbringer some automatic ability to deal with infantry, allowing you to focus the rest of its weapons on removing armour.

And I just got a massive sense of deja vu there . . .  Did they preview this bad boy earlier?  Oh well!  On to the big gun!

For the Warbringers carapace weapon you can take either the quake cannon or an upgraded volcano cannon.  The volcano cannon is the same as the one you can get for its arms, but strangely doesn't have HEAVY and gets 2 more shots.  Honestly, this makes it only moderately better than the arm cannons, which will normally be hitting on 2s.

The quake cannon is more general purpose, firing D6+6 BLAST shots at S16, AP-4, Dmg4.  This makes it good against nearly all targets, though you'll miss the higher damage against enemy Titans.  It also has INDIRECT, though again, you have Towering.  Finally, it has an absolutely silly range!  480"  That's 40 feet!  Most local game stores won't have a room that big!

But wait!  There's more!

It has the rule Titanic Fire Support!  This lets you pick some lucky unit that survived this things Shooting and grant your army improved AP on Critical Wounds.  It's honestly not much, but it will still help.  And if your army has a lot of ANTI-X . . .

This thing is so much better than a Reaver.  And in any game where you'd field a Reaver, it will just purely outclass it.  If you're playing a massive game where you know your opponents will have Titans, this is what you bring.  Otherwise, you're probably still better with a pair of Warhounds.


Warlord Titan - 3500 pts

Finally we arrive at the big boy, the mightiest unit you can field on the table.

At least until we get an official model for the Warmaster.

And then maybe one day the Imperator.

But for now, this is the largest single model in the game.  Also, it's ironically the one you're most likely to have?  Although this thing costs as much as some used cars, if you're going to save up for a Titan, you might as well save up for this one.  Also, the NOVA Open Charity raffles have given one of these away at least once a year for a bit now.  I think they're technically giving two away this year, though as a diorama.

But that's 3500 pts!  That's more than even an Onslaught game of 40K!  Can this thing possibly justify itself?

So in case you didn't check out the reveal, let's start with that wound count.  The Warlord skips over T15, and goes straight to T16 and 100 Wounds.  Plasma will only be wounding this on 6s.  Nothing but a dedicated anti-tank gun will wound it on better than 5s.  Even at 3500 pts, an army is going to struggle to bring it down.

And this thing brings some truly frightening fire-power!

You start with two of either the apocalypse launcher or the laser blaster.  Interestingly enough, the laser blaster on the Warlord is completely inferior to the Reavers.  But still, you get two of them.  The apocalypse launcher is all upgrade though, firing 20 attacks at S8, AP-2, D2.  So you're scooping two 10 mans a turn.

The Warlord then gets a pair of those ardex-defensor maulers the Warbringer has.  So there's even more anti-infantry you can use to deal with smaller threats.  It then gets two ardex-defensor lascannons.  These are just normal, single shot lascannons that can poke at a bigger target each round.  Now, let's get to those arms.

The Warlord can take an arioch power claw.  You're probably not going to, but this is an all around better option than the Reaver's power fist.  First, it doesn't cost you a gun, firing 20 attacks with SUSTAINED HITS 1 at S6, AP-1, and Dmg2.  Again, you can kill a lot of infantry with that.  And should something be stupid enough to get close, it sweeps with 12 attacks at S12, AP-3, Dmg8, or strikes at S20, AP-4, and Dmg24!  There's not much in the game that can survive that.

Still, you've got big guns you can put on this thing, and that's probably what you're going to do.

The macro gatling blaster puts out an eye watering 30 shots with SUSTAINED HITS 1 at S9, AP-2, Dmg3.  This will take out nearly any infantry unit and most vehicles too.

Next is the mori quake cannon: 3D6 shots with BLAST at S16, AP-4, Dmg 6.  Another decent all purpose weapon that won't kill huge blobs of infantry but will wreck most other things on the table.

Then we've got the sunfury.  This one is another all rounder, firing 2D6+6 shots with BLAST at AP-3.  Its standard shot hits at S10 and Dmg5, while supercharging it goes to S12, Dmg8.  Any of these guns would be extremely useful on the table.

But let's face it, if you've got a Warlord there's a good chance your opponent is bringing something big.  So you know you're going to take at least one belicosa.  This absolute beast fires D3+3 shots at a whopping S32, AP-5, and Dmg18!!!  An invuln and some extremely lucky die rolls is your only chance to survive this.

So despite being a massive 3500 pts, if you're play games with Titans a Warlord is actually your best pick.


STATISTICAL ANALYSIS

So while I was writing this up, Exile Con started.  I stopped working on this to relax and enjoy the live stream.  But my head started plucking away at the numbers.  And, well, when my head starts doing that . . .

So between presentations and during ones I was a bit less interested in, I pulled out my damage calculator, looked up the units that have been dominating top tables at the big events recently, and plugged the numbers.  Then I saw how good they were at taking down these bad boys.  I then tested the Titans against each other.  I had to fudge some things, like Unparalleled Foresight and Lay Low the Tyrant.  I've still got a more sophisticated method for doing these calculations coming.  But for now, these numbers should be close enough.

And honestly, I was really surprised!

GW said they had come up with new methods for determining pts that should provide more balance, and for Titans they actually seem to be working!

Each Titan saw an increase in efficiency and survivability roughly in line with their points cost.  So a Reaver is actually roughly equal to two Warhounds, Warbringers are just that little bit better than Reavers, and Warlords do make up their massive points cost.  They're still not as good as the best units in the game, but they're honestly not bad either.

You've got some real threat to deal with if you try to bring one though.  Aeldari and Custodes in particular just laugh these things off the board.  Necrons and Tau are also a really serious threat, especially Doomsday Arks and Broadsides respectively.  For Knights, it really depends on their loadout.  Beast Snaggas were the real surprise for me.  They've actually prompted a future blog in which I look at my worst calls so far.  They're almost as good point for point at taking these down as Eldar units are!  

And then, of course, there's Shalaxi.

But overall, I was really pleased with the theoretical performance of the Titans.


FINAL THOUGHTS

Titans unfortunately don't have a place in competitive play.  Competitive games of 40K are nearly always fought at 2000 points, so Warhounds are your only option.  The games use dense boards with ample cover, and many events have begun making sure some of that cover provides resources against Towering.  You'll be struggling to fit your Warhound's massive frame in your deployment zone, and you won't have the units to score the objectives you need to win.  And if all that wasn't enough, there are other units out there right now that are way better at dealing damage then the massive guns a Titan brings.

But if competitive play isn't your thing, there's no reason not to enjoy some casual games where these big boys come out to play.  They're honestly not bad units, just not the best ones.  And if you and your opponent have agreed to setup a game where they can be fielded, you can make sure the terrain allows you to actually deploy and move them.  Any such game that includes an epic duel between two God Engines is sure to be memorable.

Sunday, July 23, 2023

Warhammer 40,000 - Adeptus Custodes Imperial Armour

Today we have a Forge World list with bit more meat on it.  Adeptus Custodes have been historically quite dependent on their Forge World datasheets.  As a faction active now in both the 40K and Horus Heresy settings, they received rules for both games.  Originally, Heresy was almost purely supported by Forge World, so Custodes ended up with a lot of resin.  Now that Heresy is moving to plastic and Custodes is being represented more in 40K, we'll probably see many of these pieces eventually move to plastic too.  But for now, Custodes players often have to try to get  their hands on these harder to find, more expensive, and often more difficult kits.  Let's see how they shape up.


Custodian Guard with Adrasite and Pyrithite Spears -

5 models for 325 pts (65 pts per model)

That's . . . that's a lot . . .  That's 100 pts more than a standard unit of Custodian Guard.  Let's see what you get.

Right off the bat, those spears have considerably stronger firepower than your standard guardian spear.  The adrasite feels more like a sidegrade than an upgrade.  While it hits with a pip more of Strength, Damage, and AP, it's also only one shot at shorter range.  That might be worth more than a guardian spear, but not by that much.  The real tech here is the pyrithite spear, a MELTA 2 weapon that your Guard will need to get really up close and personal to use.  Not necessarily a bad thing, as Custodes has been setup now as more of a melee army.  However, once in combat, these are still just guardian spears.

This version of Custodian Guard still keeps Stand Vigil, so they're still absolutely fantastic at holding objectives.  However, you'll more often than not want these units to be charging forward to get to grips with some big prey.  When they do, No Foe Shall Stand will help get around the now lesser Strength that Melta weapons have.

I'm just not sure that's worth 20 more pts per model!  I think I'd have to give these a pass.

Sagittarum Custodians - 250 pts for 5 models (50 pts per model)

The ranged Custodian Infantry strikes with 3 attacks at S5, AP-1, Dmg2 with SUSTAINED HITS 1.  Saturation Volleys hands out the suppressed debuff to an enemy unit you hit with them, and Disintegration Beams gives you one Shooting Phase of DEVASTATING WOUNDS.  You're giving up some melee power, but misericordias are still a good combat profile.  Shooting is currently very strong in 10th, so I think these earn their extra 5 points over standard Guard.

Aquilon Custodians - 230 pts for 3 models (~76.67 pts per model)

The more traditional style Custodian Terminators come with some interesting alternate weapons to their Allarus brothers.  While their are arguments for or against the various guns on these Terminators, I feel the solerite power gauntlet is a pure upgrade over the Allarus melee choices.

I don't like their rule though.  Of the ranged options, I feel the twin adrathic destructors are probably the better option, and those already get re-roll Wounds.  Still, if you want to go with the classic storm bolter options, 4 shots each with re-roll Wounds of 1 will get some damage in.

I'm not sure these are worth 35 pts more than Allarus, but I do think they're still viable.

Contemptor-Achillus Dreadnought - 155 pts

For 30 pts less than the Venerable, you lose the ability to take a multi-melta or assault cannon and gain the achillus spear and some smaller guns.  But the big loss here is Unyielding Ancient.  Standing a dreadnought back up isn't anything to sneeze at.  Instead you get to hand out some mortals in melee, which is where the Achillus wants to be.  I feel like this is on the more expensive end of fine.

Agamatus Custodians - 280 pts for 3 models (~93.33 pts per model)

Vertus are already really spendy (Misreading their Quicksilver Execution had me hyped on them, but they've proven overpriced in practice), these need to bring something to the table to be even more expensive.  And honestly, they kinda do.  I like the twin las-pulsar and a once per game move shoot move is pretty nice.  I think I like them over the Vertus, but I just don't think they bring enough damage for 280 pts.

Venatari Custodians - 235 pts for 3 models (~78.33 pts per model)

The jump back Custodes are more expensive than the Terminators!  Remember how I keep saying GW is constantly charging a premium for mobility?

The combat stats here are quite comparable to your standard Custodian Guard, though I do think the weapon swap for the pistol and buckler is interesting.  Rules wise, they get Fall Back and Shoot and Charge, which is always good, and a free Rapid Ingress.

I mean . . . they're cheaper than jet bikes . . .  But that is just so much to pay for that mobility upgrade.

Pallas Grav-Attack - 120 pts

Finally something a bit new to think my teeth into.  The main index doesn't really have anything like this.  This fast and mobile gun platform puts out a ton of shots all with the potent combo of TWIN-LINKED and DEVASTATING WOUNDS.  It also gets a finishing blow ability for +1 to Wound, but I've never been fond of those.  Again, I feel like this is on the pricey end of fine.

Telemon Heavy Dreadnought - 235 pts

The big man on campus of the Dreadnought world comes with some very nice weapon options and a suitably tough profile, including -1 Dmg.  I wish it had a bit more AP on its weapons though.  I think I like the idea of marching it into combat with that storm cannon and caestus, but one sitting back with two accelerator culverins could be a pain to deal with.

Again, I feel like this is on the expensive end of fine.

Caldius Grav-Tank - 215 pts

Here's some high AP firepower!  The twin-arachnus blaze cannon can puts out 4 shots at S12, AP-3, Dmg D6+2.  It even gets LETHAL HITS against Monsters and Vehicles.  This isn't the best special rule for it, but it'll still be useful against larger targets.  Still feels on the upper end of fine, but I think I like this best as a firing platform so far.

Coronus Grav-Carrier - 200 pts

A budget transport option for your Custodes, you give up a little bit of fire power and the amazing Assault Ramp rule and instead get more room for your Infantry and a 5+ Invuln.  I personally really like the Fire Support rule, too.  Honestly, while the Land Raider is still better for delivering a unit into combat, I love these for getting your units into forward positions.  I think this might be my favorite Forge World unit so far.

Orion Assault Dropship - 690 pts

Oh boy!  Here's a tough one.  This thing can transport a lot of Custodes and even a Dreadnought.  It also comes with some incredible fire power to help soften up targets as it does so.  I mean that is a lot of Fire Power!  In many ways, this feels comparable to a Knight.  I wish I had a better clue about how big that base was, because I think this might actually be good if you can put it on a table.

I really don't like its rule though.  It's got that weird one where if you take a turn to keep it stationary, the units that disembark can advance and charge.  I just don't see ever using that.  There's also a very real possibility your opponent manages to blow this up turn one, though it should be able to survive long enough to get into position and get some damage off.

My gut is telling me this is just a little bit too expensive to reliably get its points back though.

Ares Gunship - 580 pts

This is basically a Knight.  Like a Knight, you can shoot at basically everything and everything can shoot at you.  You're going to put it in hover mode and move it into a good position and try to blast everything you can off the board until it gets shot down.  Again though, you're really paying a premium for that mobility.

I'm pretty sure that this is just going to be too expensive at the end of the day to justify it.

Contemptor-Galatus Dreadnought - 175 pts

Our more dedicated melee Contemptor feels really lacking.  While it gets a lot of attacks in combat, and they're definitely good attacks, I just don't think they justify this being more expensive than an Achilus.  At least -1 to Wound will help it get into combat pretty reliably.


FINAL THOUGHTS

Custodes are in a decent spot right now, though that's mostly based on the value of their Infantry and Characters.  Lists that are performing well right now are often including a lot of Imperial allies to make up the slack for board control and Tactical Mission play.  The simple truth is that right now many Custodes units are a bit too expensive, and their Forge World units aren't any different.  I think we need to see a sprinkling of points drops before their other units will start seeing more reliable play.

Saturday, July 22, 2023

Warhammer 40,000: Grey Knights Imperial Armour

Still doing the family thing while potentially struggling with this bug.  Unfortunately it might have become an infection, so I'll have to keep an eye on things.  Still, we have another quick one today.

Grey Knights have unfortunately not been doing well.  Though their army rule allows for a great deal of mobility, they seem to lack the power to take advantage of it.  They have also not enjoyed the changes to their psychic abilities.  I haven't heard enough about the faction since I did my Live Blog for them to know exactly what they need for sure, though I can guess.  Obviously points drops can always help, but some rule changes might be needed to help preserve the faction identity.

Land Raider Banisher - 255 pts

Grey Knights are already getting a slight discount on their Land Raiders.  The iconic vehicle not only doesn't synergize with, but also doesn't receive any benefit at all from their army rule.  By contrast, not only can a Space Marine Land Raider benefit from Oath of Moment, but they can be a tool for making sure your best units have access to your chosen target.  Honestly, Grey Knights Land Raiders could probably stand to get an even bigger discount than what they have.

The Banisher is one of the less expensive variants, trading out the lascannons for heavy incinerators and the twin heavy bolter for a twin psycannon.  The psycannon is nearly a complete upgrade, its only drawback being the Psychic keyword, which has the double edged sword of allowing for the use of Radiant Strike but also letting armies get FNPs against it.  And lets face it, you're not using Radiant Strike on this.  The heavy incinerators are much better, being pretty good Torrent profiles.

But at the end of the day, if you're taking a Land Raider in Grey Knights, it's as a firing platform.  And that means you probably want the classic.  The Banisher isn't bad, it's just not bringing anything that Grey Knights need.


Grey Knights Thunderhawk Gunship - 805 pts

The Knights of Titan get a much better discount on their Thunderhawk, coming in at just over 4%.  However, that still doesn't bring it to the point I think it's worth taking.  The Grey Knights Thunderhawk is identical to the Space Marine one, only now it doesn't get to shoot its guns at a target with Oath of Moment.  Grey Knights get a few more options for good things to load into the gunship, as nearly their entire army has Deep Strike.  But this still comes with the same problem that you need to find a spot on the board for the model to land and then fit all the units its transporting too.

If you can do it, however, that's potentially three units of Grey Knights that can all make turn one charges!


FINAL THOUGHTS

At the end of the day, neither of these models bring anything that Grey Knights need.  Of the two, the Thunderhawk probably has the most to offer, providing some nice big guns that the faction lacks and some potential for some charge shenanigans.  But it's still a massive target that you have to somehow get on the board to begin with.  What the Grey Knights need is to get some of their old striking power back, so that they can take advantage of all their new mobility.  Spending half an army to get a different kind of mobility and some S20 shots isn't going to help them.

Friday, July 21, 2023

Warhammer 40,000: Space Marines Imperial Armour

Today we start going over the Imperial Armour Datasheets I missed for the factions I'd already covered before they were released.  I'll be doing each one in turn, using the order on the WarCom article like I usually do.  I'll be skipping Tyranids though, as they'll be getting some special treatment soon.  It's a quick one today, which is good as I'll be spending a chunk of the weekend with family.  We're doing a long overdue Birthday celebration for my Brother From Another Mother and I.  We're hoping to check out the Oppenheimer-Barbie double feature, though we might have to settle for one or the other.  I might pause to air my thoughts on whichever we see.

You've probably already heard that Space Marines are doing very well.  While they're not the powerhouses that Aeldari, Knights, and Genestealer Cults are, they're still incredibly potent.  Both Oath of Moment and Combat Doctrines are potent rules that allow them to easily punch above their weight, and their massive list of Datasheets is filled with synergies and combos.  And, of course, Desolation Marines are continuing to be a nightmare to deal with.  With the many threats that are already in the Index, we haven't heard much from the Imperial Armour options.

But then, it is only two sheets.


The Astraeus - 525 pts

Right off the bat, it's hard not to compare the Space Marine Super-heavy tank to the Repulsor Executioner.  For 230 pts, the Executioner is absolutely bristling with guns, packing an answer to basically anything it might run into.  Now the Executioner is likely too cheap at its current cost, but that's the competition we're working with.  The Astraeus is more than double the cost, and while it has more big guns, those guns aren't as good as the heavy laser destroyer.  

It is significantly tougher, sporting a 2+ Sv and a 5+ Invuln against shooting.  Additionally, while the las-ripper pales in comparison to the laser destroyer, the macro-accelerator cannon is a hell of a gun.  While it's missing AP, the sheer number of shots it puts out at range more than make up for it.  And it suppresses its target, handing out a -1 to Hit.

Still, when you combine the fact that this is a massive model you're going to struggle to move around a board with its massive cost, I think you have to give this one a pass.


Thunderhaw Gunship - 840 pts

Everyone's most requested plastic kit comes with a pts cost that's almost as much as its real dollar cost.  Models this big are always hard to judge, but this gets even tougher for flyers and transports.  

For 840 pts you get:

  • 30 T12 Wounds with 2+ Sv (no Invuln)
  • Hover
  • Either D6+6 S10, AP-2, Dmg3 shots or D3+1 S20, AP-4, DmgD6+6 shots (both with Blast!)
  • 2 lascannons
  • 4 twin-linked heavy bolters
  • Either an anti-fly gun or a mortal wound bomb for an average of 4 mortals
  • The ability to transport up to 30 Space Marines

Obviously I think it's the last one you're paying the premium for.  Additionally, if you load any Marines with Deep Strike, such as Terminators, they can disembark after you fly them up the board and still Charge.  The Thunderhawk is also the only Space Marine transport that can carry Mounted units like bikes.

It should also be pointed out that Aircraft get the same benefit as Towering, allowing them to shoot (and be shot at) regardless of any ruins in the way.  And with a 96" range gun, you can basically put those shots anywhere.

Unfortunately, you're not going to get much use out of this.  Unless you're facing something like a Knight player, there's not gonna be space on the board to drop even the 15 Terminators that would make the most use of this.  And while you'll be able to do some nice damage if you go first, this will not survive your opponent's shooting phase.  I'd give this two battle rounds at most, at which point you've lost nearly half your army.  It's just too much to pay for the potential of getting some Turn 1 charges off with some heavy hitters.


FINAL THOUGHTS

While both of these are absolutely amazing models, if you can deal with the Forge World resin, they're just too expensive (in game and out) for what they do.  This honestly isn't too big a loss to Space Marine players.  They have plenty of extremely good Datasheets with lots of tools to make up for what these would bring.  If you're lucky enough to have one of these beautiful models, enjoy them in some friendly games with your crew.  But keep them off the meaner tables and leave them displayed proudly on the shelf.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...