Revisiting The Eldar Seer Council In 40K 6th Edition

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There is no arguing that the best way to run a seer council is on jetbikes which pushes greater toughness, more mobility, cover saves, and firepower options with singing spears, witchblades, destructors, or shuriken catapults as needed…but sometimes a foot council demands to be played, at least in my foot Eldar build just because it can be done.

That said, even with the points, I still want to get the “best” out of the unit and not have it be a total point sink. In revisiting my setup I have to say there is something to be said for the invisi-council even on foot, I’ve just had to be a bit more defensive with the unit rather than my normal go on the offense.

Normally I Eldrad them up with fortune and doom and send them out as a kind of ponderous death start to fry dudes with destructor. The 4+ rune armor re-roll is “OK” and if they last to turn four I’m happy.

But now they are more about area denial and blocking stuff off from the rest of my warhost. I’ll get to center terrain and go invisible + fortune for the 2+/4+ re-roll as needed and trying to assault me off the terrain with invis, fortune, and doom up is a biatch. There is still the threat of my mass destructors so units can’t get that close or I bake them, marines don’t have to be that afraid, but xenos is another story.

Imagine the foot-seer council as a wheel hub that the rest of my army works around.

Imperial Guard Sentinels In 40K 6th Edition?

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First things first, yes those are my storm troopers deepstriking in with dual melta guns to a land raider carrying Abbadon and some jacked up chaos dudes, and yes I did miss all four shots…

So as I’m evolving my 6th edition Guard list to play I’m trying to figure out what additional units to take to open up some gameplay options without breaking the bank. Say a hundred to two hundred points or so.

Which leads me to sentinels since that is the only real slot I have left open- elites and heavy are full…

Sentinels are super cheap enough that I can get three and not miss them at all when they blow up- and they allow me to outflank, possible get a linebreaker point later in the game, and in certain missions being “fast” they are scoring. I’d give them an auto cannon for some shots and call it a day.

Problem is, from my experience playing Eldar war walkers I just can’t see these guys lasting from a single round of tactical marine squad bolter fire. AV 10 open topped crappy hull points, but what other options do I really have given the slots, and I keep going back to they are really cheap so does it really matter? Even if they soak up a turn of shooting, If I can outflank them correctly this could be an advantage.

Thoughts?

Learning From Your 40K Mistakes

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You bet we all want to win games, but even when you are losing there is merit to sticking it out and taking your licks. The first reason is the 40K social contract of course. In playing a game, both you and your opponent have agreed to spend those few hours rolling dice and pushing around little soldier toys rather than doing real life stuff, perhaps even at the expense of work or family. If you are taking a beating and quit the game, how is that “fun” for your opponent? If you were crushing them, wouldn’t you be upset if they rage-quit and just gave up ruining your fun? Play out the game and be a good sport about it!

If you are losing then that is the chance to let go of the winning ego and try to learn from each move you make, and each action you take. Here is a very good real life example of learning from your mistakes, and how mistakes don’t have to be gigantic squad killing blunders to still be a big screw up…

So I was playing my Tyranids in an annihilation/kill point mission vs. Tau and the plan was to rush forward with Swarmlord and my genestealers pushing forward with a wall of bugs while the carnifexes and other pod bugs crash the ranks from behind.



Against Tau with their anti-nightfight there wasn’t much I could do regarding the ‘stealers- they had the range and firepower with three hammer heads to blast my stealers regardless of where they hid.

So my stealers are advancing and taking some losses, one group down near my side of the table makes it into terrain and is about 7 or so inches away from a big kroot squad and I’ve got maybe four stealers left, can’t really remember the exact number but it was small. Now normally in a kill point mission when a unit of bugs gets that low they run and hide, but vs. Tau again there was nowhere to hide…

So now I have a choice on my turn, what would you do?

Would going for the assault be the correct action to take?

If my stealers made it in, then I could at least get a kill point before I lost them next turn right?

Well assaulting was the wrong thing to do even at the close range, and here is why…

I did assault, and the kroot rapid fired and killed the stealers with overwatch, a lucky overwatch yet, but even if they killed one or two I would have then lost the assault on my turn. What that meant was that the kroot overwatched and killed my stealers and were now free to act on my opponent’s turn- turning their attention and adding the weight of firepower to the rest of the Tau to go to work on my ‘fexes.

The right move was to stand still in terrain and not assault and here is why- now on my opponent’s turn the kroot have to make a choice- shoot the stealers and remove a threat, and gain a kill point, or go to work on a carnifex. Being a kill point mission the stealers where the easier point for them to take, and I would have lost them even going to ground, BUT that would have taken pressure off my ‘fexes which could potentially last longer through the turns earning more kill points then losses. Parking the stealers would have given the kroot something else to shoot at on their turn, and not a free shoot action on my turn…

40K Tactics: Active & Passive Players

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It all begins with a plan and the application of that plan in the face of resistance, and this is where we are going to start.

Take a moment and ask yourself what kind of Warhammer 40,000 player you are?

Are you an active player or a passive player?

Allow me to offer my definition of the two first…

A passive player is one that waits to see what happens. They set their models up on the table and don’t really have a direct plan to win the game, rather they react to what their opponent does. If a Land Raider moves out they intercept. A unit goes down, they reinforce, objective frees up they take it. Passive players react to the army and player across from them and THEN the mission or tournament goals they are playing.

On the other hand an active player knows what they are going to do- they have built their army to perform as an overall machine with each unit having a function creating form. Active players don’t care what they opponent does since their army will counter every move, and is playing to the mission/tournament goals first and foremost, and NEVER the other play or opposing army.

I want YOU to be an active player, so if you are more passive, time to throw that out the window and redefine yourself. If you are already naturally active, time to refine that into a razor like edge.

Passive players are ultimately at a huge disadvantage simply because we can’t read minds yet (I’m working on that!). I can attempt to understand what my opponent is doing based on the function of the units in their army and how they are moving and shooting them, but can I ever really be sure?

AND, even if I am sure, by playing the game in this manner I am always one step behind.

For example- my opponent has a land raider full of terminators and it moves out heading towards an objective I’m holding with some warriors. We can pretty sure guess what it is going to do- let those terminators out, and assault me with a sweeping advance. By being passive, even if I guess correctly I’m already one step behind since I allowed my opponent to move out the Land Raider. Being this one step behind allows my opponent to dictate the game, and keep in mind we never really know what is happening or what the real plan is.

On the opposite side if I am an active player, my army moves out to accomplish the mission, forcing my opponent to react to ME with our Land Raider example, making sure they are a step behind, and can never really know what I am doing.

So far so good?

Mistakes are another important part of 40K, as games are lost based on who made the most mistakes in the game, and who had the worst dice. While it is true that sometimes the dice go against you and they will be your downfall, honestly over the course of a game it is mistakes on the table that make or break the win.

The goal here is to force your opponent to make mistakes, and when they make those mistakes and weaken the position of their army it only magnifies the power of your army. Mistakes are opportunities you can capture, turn, and punish your opponent with.

Examples of mistakes?

Moving the wrong unit at the wrong time, using a specialized unit for something it is not intended, etc.

As an active player your chance for mistakes has been sliced down to as small as possible. You know what each unit is going to be doing, and what course of action it is going to take. You have a plan for what to do if the unit wins in shooting or the assault, and what to do if it loses and get’s wiped out.

There is no hesitation on your part, no using a specific unit for a function it was not intended for since all your bases are covered…

A passive player is mistakes waiting to happen. Being one move behind, guessing and reacting to your opponent means you are forced to adapt to the unfolding game with units that might not be equipped to handle the changes. Worse yet, as the game unfolds and your mistakes compound the pressure will grow and become a self fulfilling prophecy. Things will start falling apart for you on the table more and more, making securing the “win” more difficult.

Becoming an active player means knowing the rules of your army first- what each unit can and can’t do, and then slotting those units into an army template and following how that template unfolds on the table- stick to the plan, and let the units of your army go to action as a whole- each has a job to do in winning the game!

A final word on being an active player, don’t become intimidated when facing a strongly skilled player or if you have lost to an opponent before and are having a rematch. Don’t get psyched out, every game is new and different, so don’t let past losses carry over into future games. Easier said than done of course, but it is very important none the less…

My 6th Edition 40K Army?

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With each new edition of 40K I like to give myself the excuse to start another army, not that any of us every really need an excuse to collect more toy soldiers and tanks, so now that I have more than a few games down for 6th edition I feel like I can commit to something new to play. That said, fellow Eldar, Tyranid, and Necron players fear not, I have no intention of giving those up or not continuing to evolve ideas for them, rest assured.

So what army to start? 3rd Edition was Necrons, 4th was Saim-Hann, 5th was Eldar Harlequins, and then Chaos Space Marines, Black Templars, and Tyranids kind of happened at various points along the way.

Well first up it has to be FUN and by fun, my definition of it on the tabletop is trying to align events so the spectacular happen. Good or bad doesn’t matter, just let it be exciting! Flipping through the codexes Imperial Guard has really kind of caught my eye, especially since all that nasty chimera spam is over and some of the other options in the book can be explored.

From a fluff perspective it also gives me a new way to view the game through my avatar. I’ve played the arrogant space elf, cold and ruthless space bug, zealot space marine, herald of the gods, and servant of the star gods, before that got ret-conned. In all those personalities I’ve never viewed the 40K universe through the eyes of a regular man, a man given a las-gun, some plastic armor, and a copy of the imperial faith to be sent off to hellish worlds to fight aliens and heretics. The IG experience has that appeal, plus I like tanks.

So what kind of guard army to build? Well it will be infantry based since that is what 40K in 6th is moving towards, tank support being more of the heavy support options over cheap transports, there will be a slot for my pre-heresy Deathguard as allies when and as needed, but I want to be pure to the IG feeling in my mind…

So a couple of months back at one of the Battle for Salvation swap nights Ed from the club was selling his Mordian Iron Guard for a price you couldn’t walk away from. At the time I remember telling myself if I didn’t pick them up on the volume of Mordians alone (100+) I would be kicking myself in that ass later for passing it up. So I got them, and they have just been sitting around till now.

Has there ever been a better time to lay down some Mordian steel and discipline in contrast to most of the Steel Legion and Cadian ‘Guard armies out there?

In terms of getting them up to speed the biggest project is not basing the models to an urban rubble design, or painting up the extra fifty or so that I need, but rather coming up with the extra plasma gun models that I need to work the plasma spam angle in 6th. We all know plasma is the new melta…



Following on Ed’s design I have been clipping plasma gun fronts and attaching them to the front forward Mordian models to convert them and they look pretty good.

Ok, so with that, what is the theme of the army going to be? You guys all know I’m a sucker for a good gimmick…

Didn’t take much flipping through the ‘Guard codex to figure out what I want to do…



When was the last time you saw a deathstrike missile on the table?

As an opponent do you even know what they are? (READ FUN)

Well I’m building an army of Mordians around three of them, and since I am a champ at rolling sixes I’m not worry about the randoms.

How could I not play three missiles of super plasma death?

My list is shaping up and I’ve got the DS missiles built and base coated, Fritz will never play with an unpainted army, and I’ve given myself the deadline of a week to get everything built, based, and tabletop painted so I can start blowing things up at the club on Monday.

Only two questions that really remain in my mind are…

Storm troopers.

I can see a use for them, but how come they are priced like Space Marines? What? I guess it does even out since so much else in the codex is dirt cheap.

Second question is to Yarrick or not?

Again points are high, but for what he can bring to the table in terms of challenging and perhaps defeating other warlords seems possible. Plus, it would be fun to beat down guys with the old man.

Troops In 40K 6th Edition- How Many?

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So here is something I have been toying around with as I plan what my “army” is going to be for 6th edition. Without getting off post, each edition of 40K I start a new army to keep myself growing in the hobby. 3rd edition was Necrons, 4th was Black Templars and Saim-Hann, 5th was Eldar Harlequins, so what now for 6th? I’ve got some ideas now that I have a few games and a few tournaments behind me, but that is another post for another time.

Regardless of what I start, the first question is how many troops do I bring? I know the days of minimal troops (2) are over, long over, even for my Harlequin army, and they have been updated for this, but in starting a 6th edition army, how many troop choices do I need for both the standard big rulebook mission and tournament events?

Without allies I can have six, and with allies I can have eight, and I’d say 6 as a minimum in the current gaming environment. Yes, troops have gotten better over time, but they die so fast and more than ever- losing 3-4 units a turn just on vector strike spam alone, and then more shooting with the shift to anti-infantry.

Of course does six scoring units mean I take six groups of ten if I’m playing marines as an example? Tactically I have been breaking my troops down with four groups advancing to mid field to take objectives and two groups to sit on my back objectives and camp. The advancing mid field guys need to be ten strong of course to both take losses and inflict some damage, along with lots of assault based plasma. Back scoring units can perhaps be smaller, since they will not be taking as many shots, and they will be the ones with the long range weapons.

Fritz’s Top 5 Board Games

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So a while back I posted somewhere or commented on my favorite board games with Runebound being in my top five and somebody asked about the other in my personal top five. It’s no secret that I’m also an avid board game player in addition to 40K dude, and I find that both hobbies complement each other perfectly, not only in preventing hobby burnout, but also in thinking and applying new tactics to alternating systems, plus there is the fun of the social interactions between the players- just as I tend to prefer 40K multiplayer games, I tend to enjoy multiplayer board games also.

So my top five, counting down…

#5 Runebound

A full RPG experience in a box complete with an engaging story line, character development (even if it is minor) and lots of loot and monsters to defeat. True the players don’t always interact PvP, and there isn’t much to do while you wait for the other players to take their turn, I personally find it relaxing to watch the story unfold through the eyes and actions of the other players.

#4 Space Hulk

Yep, no matter what invisible line I draw I just can’t seem to get away from 40K. Space Hulk is a double hitter in delivery of atmosphere and cool components/model sculpts. Easy to find players for at the club since guys already know “40K” even if the game mechanics have nothing to do with 40K, and the genestealers in ‘Hulk are DEADLY and terminators are total chumps.

#3 Dreadfleet

Dreadfleet! Yes, Dreadfleet! When is the last time you played a naval based game? Love the fluff setting, models, and game components, AND it’s awesome to play multiplayer PvP with the guys- just pick a ship, deploy, and go at it, OR play the missions. I’ve beaten ‘Fleet to death on the blog so I’ll spare you guys from some more ranting on it for now.

#2 Battletech

A real sleeper of a game. Think of titans battling titans if you need a 40K reference and frame of mind. Back-story and fluff is just as deep if not deeper then 40K, combat is fast and furious, the ‘mech’s are plastic and metal so you can paint them, only problem has been in finding regular players for some reason.

#1 Heroquest

Drumroll for the #1 game on my list, the first for me to grab and play- Heroquest. Back when GW was quite the titan it is today, using MB to push out the mass consumption version of their Warhammer Quest game, a fantasy based dungeon crawl where players slay classic GW fantasy guys like undead, orcs, gobbos, and chaos warriors straight from the old world sculpts of 1998!. If GW was going to reprint any game like Space Hulk I’d sacrifice Black Matt and Brother Captain James to the dark gods to get this redone.

Honorable mentions…

Mordheim (Ok, not quite a board game…)

Talisman (Have YET to beat Jawaballs when we play…)

Star Frontiers Knight Hawks (Yes, I’m that old…)

Dungeon Quest (Guys get pissed that they die so much, well THAT is the point of the game…)

 
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