Good evening Death or Glory blog readers! My name’s Chris,
and I’ve found myself as the latest addition to this band of merry gents. In
this post I’ll be talking about my first few steps in returning to 40k.
Almost four years ago I ended my eight year addiction to the
hobby and took a break to move away to university. I’d known the Death or Glory
guys for a short time before leaving the hobby, so having found their blog it
was my first port of call when I decided it was time to come crawling back. I signed
up for the tournament, and thus began my grand plans to return triumphantly to
the game. As those of you who attended the tournament will know, I fell
somewhat short of the mark, but had a fantastic weekend nonetheless.
I came away from the tournament with a number of things – a
hangover, a wooden spoon, some new dice, two trophies*, and a reminder of why I
returned to this tremendous hobby. Having not managed to get my own army
sorted, I was borrowing Ru’s Guard/Space Wolves list. Whilst this list was originally
built for 5th ed, I am confident it would still work well in 6th
had I known what I was doing (this is my disclaimer in case I ever need to
borrow Ru’s stuff again...)
However, in preparation for my next tournament (Woking Weird
Boyz at the end of Sept), it is time to put into practise everything I learned
from last weekend and start my own army once again, onwards and upwards! I am
approaching this list with the major changes to the rules in 6th
edition in mind, and with what I found to be my major weaknesses last weekend
(besides a sore head on Sunday). Having only just returned, I missed the
transition period from 5th to 6th, so some of the things
I’ve noticed will seem obvious; but when you’re trying to play with a 5th
ed mindset they resonate rather significantly!
Heavy
Support
The three biggest changes I identified were:
1) Flyers
2) Wound allocation
3) Hull points
These aspects of the game have completely changed the
dynamics of play and the priorities in successful list selection. Obviously
there are many others (allies, psychic powers etc.) but these are the ones I
felt the effects of most. Beginning with number 2 (obviously), this is
something I got burned on very early in my first game, and I gradually learned
to pay more and more attention to model placement over the weekend. This isn’t
really something that’ll affect my list selection - so long as I remember to be
mindful of who’s standing where - but it certainly has enough of an impact on
my general approach to 6th to make it worthy of note!
Flyers... well, I probably don’t need to say much more. I
will definitely be looking to include them – and be mindful of them in other’s
lists when selecting wargear.
Hull points are, in my opinion, a valuable addition to the
rules. The ability to glance tanks to death has lead to so much more variation
in lists from what I’ve seen (as opposed to ALL the tanks and melta) and this
is definitely a good thing. However, because this has reduced the necessity for
high strength weapons (str7 appears to be the sweet spot right now), AV14 is
still a force to be reckoned with, and is something I will be looking to take
advantage of.
So, other than not knowing these pretty essential rules,
where did it all go wrong? For the most part, I was simply outplayed by 5 guys
who knew the rules, knew their armies, and probably knew my army better than I
did. I can live with that. I also made quite a few tactical errors which I will
attribute to being rusty after four years out. However, the army I used also
included a few elements which I wouldn’t normally include in a list, simply
because they’ve never (and probably never will) suit my chosen style of play:
1) Expendable troops. I’ve always tried to avoid cheap
troops which can die easily – particularly to template weapons and close
combat. Whilst I recognise their value, I just hate taking swarms of miniatures
off the table (unless of course they’re my opponents’...)
2) Lack of hard-hitting combat unit. Whilst the Grey Hunters
could hold their own in combat, they’re not the kind of points-dump deathstar
unit I came to know and love in 5th.
3) Lack of AV14. I just like tanks that are hard to shift.
They make me smile.
Of course, none of these things make a ‘bad’ army – indeed,
I’m sure the right player would still win tournaments with it, but based on my
preferred style of play, combined with my interpretation of 6th,
these are things I’ll look to change when it comes to my own list.
So, with all this in mind, it’s time to start coming up with
a list. I have settled on Blood Angels, for a few reasons: firstly, the Land
Raiders to fill that empty AV14 hole I felt last weekend; secondly because I’ve
never used them before; and thirdly because I haven’t painted anything red
since my cheesy Khorne list of ’08!
I’m working this towards 1650 currently (for the Woking
tournament), but with a mind for how I’d extend it to 1750 and 1850.
Here’s how it is so far...
HQ
Librarian
[Divination]
Terminator
armour
Elites
Brother
Corbulo
Terminator
Assault Squad
Thunder
hammer/storm shields
[Transport]
Land Raider Crusader
Troops
Assault
Squad
[Transport] Land Raider
Multi-melta
Assault
Squad
[Transport] Land Raider
Multi-melta
Tactical
Squad
Stormraven
Gunship
Twin-linked
multi-melta
Twin-linked
lascannon
This puts me at 1645, and I feel accomplishes what I want it
to – it’s got a flyer, plenty of AV14 , and with the Librarian, Corbulo and the
Terminators teaming up in the Crusader there’s a nice combat element to it. At
more points I’ll look to increase damage output (Vindicator perhaps), unless I
find I need more troops (which I almost certainly do).
Let me know your thoughts!
Chris
*My trophies were for ‘moment of the weekend’ (for my
Saturday night antics) and ‘most sporting opponent’ (for general nice guy-ery
and not crying when I got tabled 5 times).
Hi Ashman, good to have you on board!
ReplyDeleteCheers bud!
ReplyDelete