Friday, August 30, 2013

Grey Knights/Tau 1750

Here is the list I took last night in a game against my friend's Steel Legion Imperial Guard.

Grey Knight Primary Detachment

Coteaz-100

Vindicare Assassin-145

5 Grey Knights-120
Psycannon, Daemon Hammer on Justicar
Psyback-50

5 Grey Knights-120
Psycannon, Daemon Hammer on Justicar
Psyback-50

10 Grey Knights-235
2 Psycannons, MC Daemon Hammer on Justicar
Rhino-40

3 Psyflemen Dreadnoughts-135 each

Tau Allies

Tau Commander-120
Puretide Engram Neurochip, Twin-Linked Fusion Blaster

3 Crisis Suits-156
Fusion Blaster, Plasma Rifle

6 Fire Warriors-54

Hammerhead Gunship-145
Submunition Rounds, Disruption Pods

The list performed fairly well. Each unit performed the task it was designed to do, and I was pleased with the results. The game ended with a gamed-out victory for me (In the interest of time). I solidly had two objectives, earned First Blood, Slay the Warlord, and could have earned Linebreaker.

The only real major change I would make is to reduce the number of suits in the Crisis Suit Unit. 3 Fusion Blasters serve well enough to pop any vehicle, particular when Deep Striking into Rear Armor and Tank Hunters from the chip. I would use the extra points to throw Psybolt Ammo on the 10 man Grey Knight Squad, and purchase some Searchlights/Dozer blades for the Rhinos.

Some Concerns Regarding FAQs and Their Rulings

I have been taking a look at various FAQs for major tournaments, and I have some beef with their decisions. A number of the rulings go contradictory to the overall GW published FAQ. Unless I am gravely mistaken, there is no ruling concerning Njal and his ability to hit flyers with his Lord of Tempests rule. Because of this, the non-specific (in fact, stupidly broad ruling) concerning Flyers and auto-hit weapons seem pretty clear to me; Njal can’t hit flyers with his ability. Well, the NOVA did not rule that way, and it frustrates me a tad. There is a very cynical line of reasoning that I have for it, but I’ll share the more reasonable concern.
    From my own gaming philosophy, I believe that the developers have some basic goals and intentions when they create games. They intend certain characters, rules, wargear or whatever to have a certain basic purpose within the game. The competitive 40k scene is just about the only game that I find myself wanting to modify for improvement. I am totally ok with tournaments creating their own mission packets and generate new and exciting ways to play this game. I think, however, that rules FAQs are one of the few ways Games Workshop makes a contribution to the competitive rules based elements of the game. In my opinion, all tournament organizers should respect their rulings; they are, in the case, the expert of the rules. To create rules contradictory to the GW FAQ seems problematic at best to me. For any rules that are unclear or truly unanswered, they are totally open to each tournament’s ruling.
    When I narrow my thinking to my own local gaming community, which is the primary location for my competitive 40k scene, I think we have to establish most of our rules disputes based on the rules as written. This is simply to have a overall set of concepts and judgements that define our rules negotiations. In addition to this, we have a number of players that visit Arkham Games for 40k tournaments only, so it is important that we have a designated set of rules based off the rules as written. “House rules” go against my personal philosophy of gaming, and I feel fairly strongly about that.
    I apologize for the slight rant, but I think I am not alone in this line of logic. What do my readers think?

Wednesday, August 28, 2013

My Musings Before the Avalanche of Grad School

After quite a long hiatus from Warhammer 40k/Fantasy due to my summer coursework, I have come back with a vengeance. At least in the “research” part of the game, I have been increasing my 40k awareness. So far, I have reached a couple of conclusions concerning the game at the moment.
Holy cow, Eldar have come back with a vengeance. I remember a very similar occurrence during the 4th/5th edition codex. Eldar simply overtook many other opponents through extreme mobility, cheaper units, and the overall assault power of Harlequins. In addition to the return of Eldar, mechanized armies have also come back to dominate the tournament scene. Granted, this is primarily due to the Wave Serpent and its undercosted wargear, but it proves that mech is not dead.
With the advent of both Eldar and Tau, allies are even more powerful and perhaps entirely necessary to build a competitive list. Looking at the variety of units and combinations that people have been bringing to competitive events, you need an equally diverse set of tools to handle each list. Thankfully, the allies system allows for all players to bring any tools they may need. For me personally, I know that I will need some allies in my Grey Knights army to handle enemy lists, particularly an Eldar opponent. Thankfully, I have my Tau army, which provides quite an excellent ally for this purpose.
Grey Knights, as a codex, excel in bringing mobile s4-6 anti-infantry shots along with s7-8 shots for vehicle destruction. They have, however, some glaring issues: no reliable AP1-2 shooting and no reliable AV 14 destruction outlets. Rending from the psycannons can certainly destroy a AV 14 vehicle, but it will take a large amount of shots to do so. Tau, however, bring both of these useful tools to my arsenal, without much overhead cost for a mandatory HQ and Troop choice. It will take some testing and thought, but I think that I can make it happen.
Daemons struck me as crazy army when I first read the book. I felt as if the assault potential from 5 FMCs along with screamers and other fast units could become the assault army to win. People have been having some success with Daemons at competitive events, but it seems these lists use the Daemons Princes primarily as psykers to lock down units that can defeat the Princes, and then they fly into any easily killed units. Playing this list more, however, shows that this list is still susceptible to the “all eggs in one basket” syndrome. It’s an elite army that can fall apart due to a bad string of dice. I feel as if I need to incorporate some other elements of the codex into the build to defeat more balanced armies.
These are my thoughts so far. Once I have a GK/Tau army created, I will post it up for review.