Let’s Build The BEST Space Wolf List…

hey Fritz my name is Chandler, Im 13 and have been in the hobby for about five years and would consider my self a better than average player. Anyway I play in youngbloods every year at adepticon and come in 3rd and 4th every year never wining any loot, its a 1500 point level and i was hoping you could help me make a list for wolves. last year there were 2 mech ig players one venom spam and like 10 marine based armys (Vulcan, Pedro, etc...) and i want an army that can deal with mech and some infantry know that veichles got nerfed in 6th edition. so basically i was hoping you could make me a win at all costs space wolf list i will buy the models i need as adepticon is a while away. Right now i have a rune preist and like 20 or so grey hunters gonna work up from that.

Thanks for your time in best regards, Chandler

Chandler, third or fourth place is very good- let’s see if we can help you make the push to first place, which I certainly think you can do! That said, the advice I’d like to give is less of a win at all cost list, but rather point to think about. I’m hesitant to give you what I think would be the best list right now since it will be completely different by the time Adepticon rolls around- the chaos space marine codex is out soon and we don’t know what is in it, and how soon it will be “unlocked” with the tournament builds in the game, Dark Angels are next after that and of course various 40K events are still deciding if allies are allowed, fortifications, etc.

But don’t despair!

So rather than give you a defined list, I’d like you to look past the individual units, and build more of a tactical army that has good flexibility and can adapt to the army you face on the table- since who knows what you will be facing on those top tables.

Let’s run through the list…

First thing we want to do is increase the change of shutting down any psychic powers that the opponent might bring so a rune priest is perfect, while at the same time giving you a choice of psychic powers.

From there we have your Grey Hunters which are arguably the best troop choices in the game- I like to plan for 3-4 groups of them each in a rhino. You are correct that vehicles took a hit in 6th edition, but the rhino is still a great buy in that it protects your scoring units and gives them good mobility for a really cheap cost. Unlike the points on a predator of jacked up razorback if the rhino’s last more than two turns they have done their job.

We then of course want long fangs in the group and at 1500 points as much as I would like you to have three groups, two is about right given the points, and what we need to spend the rest of our points on.

This gives us the core of your army- troops for scoring mission objectives, and long fangs to blow stuff up and support the troops + the rune priest to augment psychic powers.

Now the tactical options, and you are going to have to play with the points a bit and see what you like…

I’d love for you to get a drop pod and put a suicide group of Grey Hunters in it with melta guns. These guys will drop down turn one where you think they can cause the most damage, and occupy your opponent for a bit. A suicide pod unit will allow some of the shooting to be taken off your long fangs and other grey hunter units allowing them to do more damage and get into position for mission objectives.

The ‘hunters in the pod will die, and might not kill their points worth, but what they buy you in capturing your opponents focus for a turn or two is more important. That said, you will have to practice knowing where to place them given what is on the table. You don’t want to drop them right into somewhere where the entire army can shoot at them and kill them in a turn, while at the same time you don’t want them in an out of the way place where they won’t do as much.

Perfect example is if you were facing space wolves…

Imagine you were facing two long fang groups- what are your options? Shoot them with your long fangs- ok, but your ‘fangs are better used against other targets. Get your Grey Hunters up there in the rhinos- will take a bit all the time taking fire, OR drop in the pod with the grey hunters, land, fire, and hurt one group and now your opponent has to deal with that- protecting what is left of his long fangs with other units or shooting the hunters with his fangs.

Don’t get upset when that pod and grey hunters die as long as they do what is given to them.

Then I’d like you to get a group of wolf scouts with plasma guns/pistols as another harassment unit- their ability to outflank on the entire table makes them a huge pain in the ass- and plasma guns, while they can and will over heat makes them a threat to vehicles, infantry, monstrous creatures, etc.

Next in the list is a small group of thunder wolves, maybe three or perhaps two lone wolves, again playing with the points is going to be the challenge! These units will hang back with your scoring unit grey hunters and intercept anything moving to kill the grey hunters or stop them from completing any mission objectives.

Imagine if you are heading to take an objective and your opponent is also moving a unit to take the objective- you send your blocking unit to intercept theirs so you grey hunters can take the objective. If the thunder wolves or lone wolf eventually die, that’s ok as long as they stop or slow down what was coming into your grey hunters.

AND finally the last thing to consider including or adjusting for later is a defense line with a skyfire gun- you can use the line to protect your long fangs, and the sky fire will allow you to deal with flyers if they become an issue as new codexes come out.

Hope that helps, but certainly you should be checking out other blogs and sites to get additional points of view- take everything in, practice, and formulate a plan as to how your army is going to work on the table, and then take the fight to your opponent- making them react to your army and go on the defensive.

I’d recommend checking out this blog next in your quest for 1st place: http://space-wolves-grey.blogspot.com/


Battle For Salvation GT: Prepare For The Apocalypse!

So you guys and gals know about the upcoming Battle For Salvation Grand Tournament coming up in October right? October 5-7 to be exact, with more info on the registration page HERE. This is the club’s annual MASSIVE Grand Tournament with over 60+ players, lots of prizes, and three days of awesome gaming all held at the Palisades Mall in New York.

Well in addition to the main GT on Saturday and Sunday we are going to be adding an Apocalypse event on Saturday for those who can only make one day due to family/work, and for the players out there who might prefer more of a hobby driven event.

So it has fallen to yours truly to run the event, and well actually I volunteered since I’ve wanted to host another massively big game event for some time…

The event will use both the standard Apocalypse rulebook and the 40K 6th edition rules- there will be six mysterious objectives on the table- four strung out in the center of the table and one placed in each team’s deployment zone. At the end of six turns, the side that controls the most objectives takes the field and wins the day.

Being Apocalypse let’s talk about the numbers- this is a hobby event and the goal besides “winning” and general gaming mayhem is getting to play with the models YOU want.

ALL Forgeworld is IN.

All the current 40K codexes are IN.

Allies are IN.

Apocalypse formations are IN.

Fortifications are IN.

There are only TWO rules with what you can bring to the event- you must have the stats/rules or datasheet for it so your opponents know what it does for rules questions as needed, and it MUST be painted- no bare plastic/resin/or missing arms and heads! That thunder hawk you have been hiding in the closet so your wife doesn’t find out you bought it- bring it out!

Following Apocalypse rules each player has 2000 points to build their army from and participant teams will be divided in Xeno vs. Imperium as close as possible to balance out the sides. If you don’t have 2K points, don’t worry you can still play as I’ll have some extra forces to bolster each side as needed. Bring what you have up to 2K.

Each team will also have some time before deployment to select a number of Apocalypse asset cards to help plan their game strategy.

Now let’s talk loot for a moment, since you are attending a Grand Tournament even if it is a fun hobby event. Each participant will be given a ticket and at the end of each game turn I’ll draw a random ticket and if it matches yours, you win the prize.

To increase your odds, each side can win more tickets each turn by holding objectives- for each objective held at the end of the turn all the players on that side get another ticket.

But you also want a shot at personal glory right?

I’ll also be giving out prizes at the end of the game for certain player achieved objectives like killing the most super heavy units, slaying the most warlords, etc. The odds for glory are high, and both the Emperor and the Dark Gods are watching.

Sound like fun?

I’m going to make sure it is!

Register over on the Battle For Salvation Site HERE and reserve your spot.

Picking A Space Marine HQ Choice

Hi Fritz,

I'm a big fan of yours from Norway and I just started playing 40k this summer with a couple of friends, but I am really confused when it comes to HQ choice for my vanilla marines (Salamanders). My friends allready seem to have made up their minds about their HQ's (Blood Angels, Orks and Dark Eldar), but I honestly don't know which ones to get myself.

So this is what I have right now (still working on assembling and painting):


Captain (AoBR)

Vulkan He'Stan


10 Tactical Marines (AoBR)

10 Sniper Scouts

1 Sergeant Tellion


2 Razorbacks/Rhinos


10 Terminators (5 of them from AoBR)

3 Dreads (1 AoBR, 1 regular dread and 1 Ironclad)

10 Sternguard (DA Veterans because they look abolutely fantastic!)

Fast Attack:

5 Assault Marines

1 Land Speeder Storm

1 Stormtalon Gunship


1 Vindicator

1 Predator

1 Land Raider Redeemer/Crusader

1 Thunderfire Cannon

I've magnetized the Razorbacks, Pred and dreads so that they can switch side sponsons/weapons/arms as needed. I really feel that Vulkan will be a waste of points until I get some more meltas/flamers (Land Speeders probably), and the Captain is way too expensive for what he does. So I've been thinking of getting a few different HQ's (at least a librarian) so that I can change my list and playstyle when I feel like some variation, and I hoped that you could shed some light on HQ choices in 6th edition for new players like me.

I'm sure you get plenty of mails from other fans/players, but I look forward to see more of your videos on youtube (loved the Talisman ones, looks like an awesome game!).



T., thanks for emailing. Can be a bit confusing selecting HQ choices, so let’s kind of break them down into three groups to better understand them- I think this will both help you pick the ones you like, but also add some tactical flexibility to your army. Keep in mind you can play any of them and paint them up as Salamanders or the chapter you are playing to match your army.

In the Vanilla codex they tend to fall into three groups- assault based, tactical options, and force org augmentation, along with a little crossover in two of the categories.

Assault based HQ choices add some additional punch in the assault of course and usually get attached to assault based units like assault terminators- Lysander and Chaplain Cassius are examples of this. You already have a hard hitting unit so you make the unit even more deadly. These types of HQ can be a bit tricky to use since they work with another unit and you have to actually get them into the assault for them to start earning their points.

Tactical HQ choices change units in your army and allow them to do something different- examples being Captain Shrike that lets you infiltrate or outflank a unit, Sicarius who lets you select and augment a tactical unit, etc. Vulkan would be a tactical augmentation since the twin links all the melta in your unit

And then force org units help alter your army and bring in more units or change things over to troops like Kantor who makes sternguard scoring.

So now the question is what do you want to do?

I see you have a nice assortment of models with some different options and if I had to recommend two more HQ choices to open up some more tactical options in your army I would recommend Lysnder and Sicarius, along with adding a teleport homer on one of your tactical squads- you’ll have to switch around the points a bit.

Lysander makes your termies harder hitting plus bolter drill, and if you play him plus Sicarius you can infiltrate a tactical squad with a homer and bring down the termies from the deepstrike on it very precise. Sicarius also lets you seize better, etc.

Of course you don’t have to use those options all the time, it would just give you some variety outside new models so as you get a few games in with your friends and they learn how to fight you and your army you then have some stuff to mix it up.


Understanding The Eldar Aspect Warriors In 6th Edition

It took me a while to figure out that Eldar don’t play like Space Marines- that might seem like an obvious statement, but considering the game is built around Space Marines and their T4 3+ save and abundance of multiple weapon options it’s easy to view everything through the Space Marine perspective.

If you are planning to seriously play Eldar you need to forget any kind of comparison with Space Marines and how they play on the table- you need an entire realignment in understanding how the Eldar codex intends you to play. I bring up Space Marines since they are the benchmark of the game, what we all know, and what are most likely our first army so they are the best o compare against and illustrate the tremendous differences with understanding Eldar.

Take the Space Marine tactical squad- ten marines, a sarge with a power fist, combi-melta, plasma gun, las-cannon and seven bolters. Forget point comparisons for a moment, rather what can one do with this squad?

Well, what can’t it do?

First up is the obvious- the unit as a whole is very survivable- T4, 3+ saves, good LD, ATSKNF…

Odds are good that if I get hit with one of the most powerful weapons in the game, say a vindicator cannon, with modest 5+ cover my unit will survive even if really bloodied. Keep this point in mind.

Tactically on the table, I can hold my own against anything pretty well- I can blast monstrous creatures and tanks with my plasma and las cannon. Anti-infantry torrent with my bolters and plasma, and in the assault, again my T4/3+ save with a power fist is a threat.

For the most part I may not be the “best” in one particular role, but I generally don’t have to worry about facing the wrong unit with my tactical squad.

With Eldar it is the exact opposite…

Each specialty in the game- anti-tank, anti-infantry, assault, etc. is handled by one of the aspect warrior groups. They do one thing, and one thing really well. Apply that “thing” to an opposing unit that is not specialized in the same way, and you stand a good chance of winning.

Sounds easy to understand right?

Yes, but it is harder to do when you are playing against an opponent that is trying to deny your aspects. If one of your aspect warrior groups faces the wrong thing expect it to go down fast and hard. T3 and generally 4+ saves + not being fearless or having a special ATSKNF rule means as an Eldar play you can’t make any mistakes in getting your aspects into position.

You can’t take that battle cannon hit before the aspect strikes.

One way of building your Eldar list is to take enough aspects to handle both shooting and assaulting focused, and then use your guardian support weapons and other support units like platforms, tanks, and fire prisms to counter what your opponent is trying to throw at your aspects to stop them…

…so if I have a group of fire dragons moving to melt that land raider, and my opponent begins to move a tactical squad to shoot the fire dragons and stop them, then I blast those tactical with my supporting units so the fire dragons can melt that tank…

Seems simplistic right, well we need somewhere to start with understanding the various aspects, but you guys and gals don’t read my blog for the simplistic do you? We need to understand the aspects at a higher level…

Let’s look beyond using the aspects in their defined roles such as fire dragons = anti-tank and banshee = assault, etc. Let’s look at how they can tactically shape the battle field.

Before that however, we have to understand the humble Eldar guardian and their role on the table. Eldar are a 4th edition codex- can you even believe that? In 4th edition the notion of troops wasn’t important since any unit could take objectives or score in missions. 5th edition 40K was the first to shift the game to where you needed troops to win.

Space Marines always had good troops and though 5th edition they only got better, and now with 6th edition and the dynamics of the game, you want six troop choices at a minimum, and if you can spawn more like Tyranids, even better!

Well, if you are playing Eldar then your core troops really aren’t that good- short ranged weapons, hitting on a 4+, over prices support weapons that also hit on a 4+, no armor saves against bolters, T3, bad, bad, bad. Sure dire avengers are also troops, and although again over priced, aren’t that bad, and rangers, and wraithguard with a warlock, but it’s hard to build an army around them AND get all the other stuff you need to compete against other armies.

You can have your rangers, wraithguard, etc. but to fill out those core six troops slots you are going to be bringing the guardians…

…and the flow of the game is essentially keeping them alive to win the mission, hold objectives, etc.

This now brings us back to viewing the aspect warriors from a new perspective…

With this though process, the Eldar aspects do two things- kill incoming units trying to kill your guardians, and harass your opponent’s units tying them up so they can’t get to the guardians, or weakening their numbers so that when they do get to the guardians a shuriken catapult wall and support weapon wall will take them down on the weight of rolling the dice- wounds will happen and 3+ armor saves will fail.

When viewed this way, what aspects are used to kill the opponent?

Top of the list is of course fire dragons- no surprise here. Two groups of 6-10 with a pike exarch ignoring cover means they will vape tanks, terminators, space marine infantry. Throw in guide and doom and it feels like you are cheating it’s so easy and auto-win which is rare for Eldar. Reapers are close second since they also kill Space Marines very well, but only marines, not tanks, dreads, etc.

On the assault side we have howling banshees and scorpions, which are going to have to be taken in large groups of 10 since they are assault based and will take some shots on the way in even if you guardian support them- fortune helps and is mandatory to make them work.

The key in using these aspects to kill your opponent is that they don’t actively go out and do it- they don’t have the perks that space marines have to do this. They need to hang back hiding in terrain and among the guardians, waiting for the opponent to close and then they strike.

How do you do this?

Objective placement and guardian deployment so your opponent has to cross the table and come into the threat range of those aspects…and then they strike.

Dire avengers break the formula here a bit since they are also troops and generally we want a group or two to act as “troops” and take those mid field objectives where some shooting and survivability is much needed. Not that T3 = survivable, but at least you get a save against bolters, and when combined with guide, doom, and blade storm they are very good- add in a power sword and shimmer shield and they are a HUGE PITA in the assault even against power weapon candy units- again backed by fortune for the 5+ re-roll.

On the opposite side of the aspects we have the units that harass things- they are there to annoy and take the focus off the guardians, and kill a few models that are hard to reach in the process.

Swooping hawks are first up- skyleap + grenade packs = you are a jerk in the eyes of your opponent for taking them since they can't be killed unless they land, but they work.
Take two small groups and you get two free templates a turn to drop on those back rank long fangs, hiding assault marines, etc.

Warp spiders do the same but are more direct. Deepstrike in a medium sized group and start blasting away at units that are unsupported or hanging out somewhere.

As your opponent makes the push with their army to crash your ranks, and just as you are going to counter with your aspects, think about how and where you can use these harassing/distracting aspects to open up a new front on the table and capture their attention with something else to worry about for the moment.

So, SURE we can use the aspects as intended- to excel and kill what they specialize in, but as our codex ages even further in 6th edition, new ways of using and thinking about them need to step forward- hopefully this post get’s those wheels turning.

Against the mon-kei we have no choice for the moment…

LEAKED 40K Starter Set Pictures

So the new starter set is around the corner, guess it is time to leak the pics...

WOW is all I can say, the level of detail blows away anything out there, and Chaos actually looks cool and scary, not just stupid 80's marines with spikes.

Dreadfleet As The 40K Gateway Drug?

It’s no secret that Dreadfleet is instantly dismissed by the GW community and considered a complete flop when compared to the crushing juggernaut that was Space Hulk. It’s also no secret that I’m a HUGE fan of the ‘fleet. Without getting that off topic I think it failed to live up to the expectations that the community put on it following Space Hulk. Space Hulk already had an established community of players, and how many 40K players bought the game just for the terminators and or ‘stealers- they were models they could use in their own 40K armies- a good value for using them for both 40K AND the Space Hulk. Dreadfleet had neither, AND much of the community was pissed they weren’t releasing something like Blood Bowl, Mordheim, etc. other “specialist” games that had a following already. Overall I think this is a shame for the GW community, since GW is such a pirate like company, you can bet since they didn’t rake in gobs of cash they won’t take such a risk again.

So why am I still championing this game all alone in the wilderness, and why if you are running a gaming club or a store should this game be in your demo arsenal for attracting new customers or gaming members?

Forget about the 40K starter set, the ‘fleet is the ultimate gateway into the hobby…

How does one get started in the 40K/fantasy hobby?

Recent video games like Space Marine and the older Dawn of War series certainly pumped up the new blood numbers. Second behind this is probably close friends and word of mouth- Jawaballs and I used to play dungeons & Dragons together and I noticed that he was a great miniature painter as both his rogue Mr. Giggles and half-ogre Torg Buttswain looked fantastic. Conversation literally went like this...

“Dude, I’m playing this miniature game called Warhammer 40,000, the models are awesome and the game is great, you are playing it, come over next week and we’ll roll some dice..”

“Cool, I’m in…”

And from that I gave the world Jawaballs…

But even with friends getting friends into the hobby is that enough to keep things going? As a club and/or store you need the untapped markets.

In an alternate universe I’m an avid board game player, and while I’m well known in that community almost as much in the 40K community (for better or worse), mention “Fritz40K” or Warhammer 40K and they look at me oddly like I’m speaking Klingon.

This is a huge audience to tap, and the transition is super easy, you just need a vehicle…and that is where Dreadfleet comes in.

So what is the power of Dreadfleet?

Most board games look the same these days ranging from euro stuff, mass market Barnes and Noble offerings, and the GW counterpart Fantasy Flight Games. Quality in terms of boards, components, cards, and images is VERY good, but NOTHING compared to the fit and finish that is Dreadlfleet.

Surrounded by a big group of board gamers if you bring out the ‘fleet heads turn- it is more of a supped up demo game found at a board game ‘con then a mass market boxed game. First comment I always get is about the gaming map, and then the ships, and all the other plastic bling. Rules guys pick up the book, and sucked in by the artwork.

From a mass market board game perspective, the ‘fleet dominates.

As 40K players we often don’t see how awesome GW’s models and presentation is, often caught up in GW nerd rage that we are, and that fact that we are exposed to them each week.

Dreadfleet is also VERY unique. How many fantasy games are out there? Dungeon explorers? Sci-fi? Card games, etc. How many naval games? How many pirate naval games? Even the board game guy who has seen and played it all hasn’t played a naval pirate game.

Now we could also make the case for Space Hulk, and maybe even more since it directly transitions into 40K which is where we want to lead out poor unsuspecting board gamers…

…but the ‘Hulk is only a two player game at its core- and commanding two groups of ‘stealers or two terminator groups just bogs down the mechanics, and then there is a mission to follow, long setup times, etc.

Dreadfleet works like a charm since you can have up to ten guys playing at the same time- all with their own unique ship at the command. Getting the maximum amount of players involved in the game is what is important, generating that group feeling and participation which just doesn’t happen with two player games.

As the guys are playing they are also getting introduced to the core GW concepts in all their games- movement, shooting, to hit rolls, armor saves, assault, etc. which happen to be with ships rather than Space Marines.

The FATE cards are also what makes the game since it creates a tension of “what is going to happen next” which further adds to the group dynamic…

Among my board gaming peers there is always a guy or two who inquires about the models or the game background that powers the story, perfect way in to lead them down the dark path of 40K- which is good for the club, not to mention that I actually enjoy playing the game for both the wacky factor and the social aspect. Dreadfleet is always wack social fun, the comments it generates as much fun as the game since it isn't "serious business" like 40K is.

Next time your club has an open gaming night or something run a dreadfleet game along some 40K demo games and see where it leads...

…and the BEST part- with the “failure” that Dreadfleet is, you can score a copy for way less then it was released for by GW, and even on Ebay you don’t have to pay the $200+ plus price that Space Hulk wants to command.

Amazon: Dreadfleet

Monday Night 'Fleet @ the club...

What Would You Build For Tyranids?

Email in asking about building a Tyranid army for 6th edition where one is not limited to any particular models or fluff, and this was my reply...

So, now the question is- if you could build any Tyranid army for 2000 points what would it be and why?


Long story short. I was wondering if you help new players build a good army. If you do, I'd like some advice on building a Tyranid army. The guys I will be playing against play Necrons, Dark Eldar and Chaos Marines. From what we have discussed we will be playing up to 2000 point armies. Funds to buy the army are not an issue.

Any help or advice will be greatly appreciated.

So, if I was going to start Tyranids all over and could build any army at 2K points this is the core build that I would use:

== HQ ==

Tyranid Prime (1) - Deathspitter, Lash Whip And Bonesword, Regeneration

Tyranid Prime (1) - Deathspitter, Lash Whip And Bonesword, Regeneration

== Elites ==

Ymgarl Genestealer Brood (10)

Hive Guard Brood (3)

Hive Guard Brood (3)

== Troops ==

Tervigon (1) - Stinger Salvo, AG, Toxin Sacs, Cat

Tervigon (1) - Scything Talons, Stinger Salvo, AG, Toxin Sacs, Cat

Tyranid Warrior Brood

Tyranid Warrior (6) - Deathspitter, Rending Claws

Tyranid Warrior (1) - Barbed Strangler, Rending Claws

Tyranid Warrior Brood

Tyranid Warrior (6) - Deathspitter, Rending Claws

Tyranid Warrior (1) - Barbed Strangler, Rending Claws

Termagant Brood (15) - Fleshborer

Termagant Brood (15) - Fleshborer

== Heavy Support ==

Biovore (1)

Biovore (1)

Biovore (1)

Divide the army up into three groups- warriors, tervigons, and hive guard in one group, y-stealers in the other, and the biovores in a third.

Your first core group works together as one giant mass- hive guard look to take out any vehicles, warriors have the deathspitters and big template for infantry- primes get attached to them to boost shooting BS, regen is on them for fun. Tervigons push out gaunts which are fodder and go first to attrition enemy units, tie them up, and provide cover for your warriors. When the tervigons stop spawning they fall back to take objective on your side. If you get a big gaunt group spawned you also use them to take objectives and maybe break off a prime to join them for synapse. Use your spawned expandable gaunts to wear down incoming units, and then shoot and assault with the warriors. FNP is on the tervigons to hand out to key units as needed to keep them up, like gaunts at critical moments or hive guard or you can swap them out for other powers for some fun- furious charge and posion gauntas in mass can and will do great damage, especially when you are killing opposing models that are 10+ points each with your “free” gaunts. Overall this is the core of your army.

While that is happening you need something that can mess with your opponent’s back ranks/deployment zone- something to pop in and kill supporting devastators, sweep back objectives, etc. and this is where the big group of y-stealers come in. Generally assault is much harder now, but these guys can still assault when they arrive and they are deadly- even if they cost a land raider.

Another option to add is to swap them out for doom zope in a pod- can be equally devastating but is a bit more random, but I’d get him and a pod just for some more play style options.

Finally we want a few cheap units to harass the opponent, hit them no matter where they are on the table and this is where the biovores come in. Don’t expect them to kill much, maybe a few marines a game if you are lucky, but placing three templates a turn and scattering spore mines will do the job. Tactically the bios and the y-stealers are there to take the pressure and your opponent’s focus off your main core. Plus the bios are easy to hide and are scoring in big guns mission- place a hidden objective somewhere and camp them on it.

The only other thing I would add, is as some point you may want to add some harpies and perhaps work them into the list- the only reason they are not included is that there is still so much that still needs to be seen with flyers in 6th edition regarding flakk missiles- will marines get them, how much free skyfire will there be, etc. Harpies are already kind of weak, and if flakk/skyfire gets handed out like candy in the next chaos and dark angels codex they we don’t want to put the points into Tyranid flyers.


Foot Eldar Deployment

Let’s take a look at some foot Eldar ideas and how I’ve been deploying and playing them on the table. Much of this goes hand in hand with the various aspect warriors, and we’ll talk a bit more about that in the next post.

With my deployment I’m trying to be an active player- meaning I deploy the same regardless of the mission and regardless of the army that I’m facing. I have a plan, and I stick to the plan regardless of the dice- I want to force my opponent to react to what I’m doing- easier said than done sometimes as one has to avoid the temptation to go oft script if the dice go bad.

So we start out with the core of the army- Eldard, a generic seer and ten warlocks which deploy in the center of the board. With fortune up this is a “tough” unit to kill in shooting (as far as Eldar go) and being center it offers the full support of the dual seers for the rest of the army.

On either side to the right and left are two full groups of dire avengers with bladestorm and a dire sword/shimmer shield- these three units (council + dire avengers) are the first wave.

Behind them are two fire dragon groups and three groups of guardians with EML/Scatter platforms to make up in shots/template from their poor shooting. I do also include a brightlance even at the ridiculous cost since it attracts the attention when facing certain units like land raiders from opponents and I use that to influence their action on turn one/two- statistically I don’t expect the lance to do much.

The next layer after this second one is two wraithlords who act as a counter attack unit to anything trying to speed bump the first wave, or crash into the guardians.

The last “layer” is made up of pathfinders, swooping hawks and support weapons which are there to harass and annoy the opponent- and ‘hawks sure are annoying, and ‘weaver support platforms are dirt cheap. Pathfinders are there to infiltrate if a good place presents itself or deploy on a back objective in support.

Tactically everything advances and tries to focus fire on any incoming units- if a part of the deployment is going to get assaulted it either pulls back and the wraithlords counter, or the dire avengers get fortuned up bladestorm, charge and rely on the 4+ armor save and 5+ invul to hold for a turn till that part of the deployment can pull back safely or more Eldar can be piled on in the case of the seer council or wraithlords.

Tactically the seer council and dire avengers go out and try to capture mid field objectives- sometimes a bit hard since they are both tasked as scoring troops AND have to kill opposing models- but at the very least they attempt to kill opposing troops looking for the same objectives. Foraging forward if a warlord IC comes into range he gets zapped with three mindwar blasts, and if Eldrad comes under serious threat he books it and lets the junior farseer take over…

Once the front wave is broken, the fire dragons and mass guardians move up and finish off any stragglers before taking back field objectives and mid field objectives if they are safe, while the swooping hawks drop grenade packs for five turns and then land and run into the opposing deployment zone for linebreaker.

That is the general plan, and while we have to start with a general overview there are many smaller points to the running foot Eldar since you are dealing with four VERY limiting factors- an older codex, very expensive units, lack of 3+ armor saves (or saves at all) and mass T3 models…

…but the space elves have many tricks which is what makes the army so rewarding to play- domination of the psychic phase, quirky rules, annoying harassment units, and well very cool models.

More to come…

Eldar Harlequins In 6th Edition

40K 6th edition really has me returning back to my Eldar roots, feels very “Way of Saim-Hann” for those of you who have been following me for a long time. I’m still formulating lots of ideas, and adapting my Eldar to 6th edition to take advantage of all of the changes, especially in the use of psychic powers. So what are some of the changes with regard to my Harlequin themed army? In many ways they are even more powerful than before and new levels of annoyance and frustration for the opponent have been opened…

The biggest change has been to the shadowseer and veil of tears now augmenting cover saves- this one FAQ line has altered the entire composition of the army. In a quick summary, previously in 5th edition the idea was that the entire army couldn’t be killed at range- you had to get close to do it- clowns couldn’t be targeted out of 24”, pathfinders got the 2+ save (with fortune) and T8 wraithlords were actually hard to kill. So you got close, and then the clowns pounced on you with doom.

Now there are more infantry based shots on the table since vehicles are dead and done, and the clowns can be targeted right from the beginning. BUT with an active all the time 4+ cover save and 5+ invul they are essentially T 3 terminators that don’t have to worry about AP 1/2 weapons.

Let’s talk cover for a moment. It seems like it is harder to get a decent 3+/4+ cover save in 6th now, as most thing give you a 5+ if you are playing on a regular and not themed table such as city fight or a fortress, etc. Adjusted for this is the fact that there should be even more terrain on the table then in 5th edition. I don’t have the rulebook with me right now, but in there it talks about D3 terrain pieces for each “square section” of the table. More terrain, more cover saves, but less at a 5+.

For harlequins with flip belts this is huge- essentially granting them a 2+ cover save that is easy to grab- and then we throw on fortune for a 2+ re-roll which is even more powerful since psychic hoods can’t stop it.

Now here is the big question which I’m still waiting to see, and it is holding up a part of my army development for the “new” harlequins…

Games around where I play are 2000+ point affairs on average, and going by the rules in the book this opens up two force org charts for me to pull from. Will TO’s allow this? I hope so- it is in da rules! If we can have allies which are already being abused as WAAC and not fluff, and fortifications, bring on the dual force org charts.

If this is allowed in the community I have to say it kind of breaks the clowns…

Eldrad + three fortune/doom/Mindwar seers = insanity = FIVE fortunes a turn- three on the clowns, and two on the supporting guardian units advancing with them. Feels like I’m playing Space Wolves…

If it isn’t allowed I can still get away with two seers and make it work, but I’m just saying…

So what does the new clown army look like?

First wave is 30 harlequins.

Second wave is two groups of scatter laser guardians.

Third wave is more guardians.

Fourth wave is support weapons. Yes support weapons.

We will be getting into the point allocations and tactics in future posts as I need to snap some pictures first to help show what is going on.

More to come…

Games Day 2012: Reporting In

So I’m back from Games Day and Mrs. Fritz asked how it was on a scale of 1 to 10 and I replied with both a 4 and a 10. A bit confusing? Let me explain…

I’ve been going to Games Day for a long time, it is a yearly pilgrimage that recharges my gaming batteries for the year. So far it has always been an epic event, but this year I felt like I was attending two separate Games Day events, caught somewhere between real space and the warp.

From the social aspect it was a complete 10, and isn’t this what the hobby is about? I had a chance to meet up with a bunch of guys that I see each year at Games Day, meet a ton of new friends from the blog and youtube, all while getting in a few games with my Eldar at the open tables. 40K socialization is the best.

Unfortunately on the other side it was a 4, and I am really trying to now be fair with what I’m going to say since I don’t want to overly bash GW, but when something doesn’t even live up close to the hype, I feel like I have to mention it- especially on the blog where I try to keep a fair opinion for my readers out there perhaps making their own decisions.

Fellow Games Day attendees back me up or make the counter point…

Games Day this year just felt like GW was going through the motions of putting on an event. All of the eye candy and cool toys from the past few years were gone. Essentially it was just a few of the usual build and take events, armies on parade, golden demon, and VERY minimal club tables.

Where were the cool sponsored costumes?

Where were the extensive demo tables?

What happened to all of the massive club tables?

Where was the specialist games? Space Hulk? Dreadfleet?

Miniatures to see and check out?

Hardly a titan in site except a dark elder and imperial one…

The big cannon?

Chaos Carnival?

Games Day is all about being overwhelmed with models and terrain to play on, stuff you will never ever have or could afford except for the day, and then at the end of the event you don’t have to clean up.

Now the 40K big battle with Dark Eldar vs. Imperials was well done to be fair, but Fantasy and LOTR was weak…and the big tank battle, well if you have been to the past four Games Days it is more of the same.

There was just so much missing it felt like the few events going on were just something for you to do while your buddies waited on line for Forge World.

What does it say when the printed program looks and reads better than the actual event? GW management needs to commit back to making GAMES DAY GAMES DAY.

Now to be fair, the staff was really great and enthusiastic, putting on a ton of energy, and running what events were set up really well, and all of the club tables were epic- what you would expect from GW.

So would I attend next year?

100% yes, since there is the social factor and it is a central place to hang out with fellow gamers that I otherwise would never be able to do…

…but I’m also hoping that GW puts some real effort into Games Day next year, making it the event it should be. One needs to be overwhelmed with the awesomeness of the day, the sheer scale of the event, not feeling like you have seen it all by 11:00.

Help Me Put Your Blog On My Blog!

Big Fritz fail on my part...

Updating my blog and I erased all the blogs on my blogroll community support widget. I did this once before, but back then in only had like twenty or so blogs so it was no big deal.

So, help me rebuild it, and send you some traffic to your blog if you have one. Post your blog in the comments section and I'll add you to my blog roll...

Are Wave Serpents Still Viable?

So following a recent dire avenger post over on my youtube channel a question came up asking if the ‘avengers ride in a serpent or not, and I replied that they could work either way. Previously we tended to see (and perhaps still do) five of them riding around in a wave serpent to make the serpent scoring (no longer viable) or a large group maxed out as part of a foot ‘dar list. Anyway, that we’ll cover in the dire avenger post, but from there we got to talking about wave serpents.

Are they still the mainstay of your Eldar warhost? This is what I’m kind of trying to figure out as I both translate my existing Saim-Hann to 6th edition while working on an entirely new warhost because two Eldar armies just aren’t enough…

Here is my dilemma regarding the wave serpent:

It’s not so much the cost of the ‘serpent- they have been over costed for years now, but rather the direction that 6th seems to be taking my warhost- playing such expensive point cost models means I need to pull the point off other units just to compete on missions- if we are talking about straight up winning the missions and not playing a denial game where you tie the primary and go for secondary.

Sure serpents are a little more fragile with hull points, but they can always get the jink save. Yes, they lose the ability to move and disembark fully, but you gain snap fire which works well on the twin link. So things are kind of even, just a bit different.

BUT as I mentioned in my ranger post from a few days back, I’m finding that with T3 based models and the reduction in 4+ cover I need more troops then ever- six full slots just to have scoring units at the end of the game.

Add to this that Eldar troops don’t really do much other then stand around and look heroic (guardians) as they are not well rounded take all comers like grey hunters or grey knights means I need the full complement of aspect warriors to kill my opponent’s troops.

And of course I want to leverage full psychic support, and get in a few fun toys…

…which means I have to cut costs somewhere, and that has me thinking about the wave serpents since they cost so much for what they bring. I know we don’t have any choice if you want transports- no 35 point rhinos for us, but are we at that breaking point now in the game where in terms of overall list synergy we need more infantry on the ground to take objectives- even if you get out of that serpent how long are five dire avengers going to last?