Tuesday, June 16, 2009

Apocalypse Tactic: Eldrad

Okay, in playing the second round of the Lucky 13's battle this past week, I was inspired to write up an article on the use of Eldrad Ulthuan in Apocalypse/Megabattle Games.
First of all Eldrad has Divination which is a pseudo version of Strategic Redeployment. Before first turn, you can reposition D3+1 Units within your deployment zone. This can turn out to be very usefull if your side deployed first, giving you a chance to get LOS you need, or get into cover from something.

Next up are his psychic powers
Doom- Target a non-vehicle unit within 24". Re-Roll to wound against that unit. So any power weapon squads become particularly deadly. Twin linked weapons are double guaranteed. This can be used to take out those annoying unit like Nob Bikerz and TH&SS terminators.

My Favourite in Apocalypse: Eldritch Storm: Don't bother shooting this at infantry. Not really worth it. What you want to do is shoot it at vehicles. Even better is super heavies.
Here is what you do: Use Divination to get withing 18 inches of a superheavy. You then Eldritch Storm it in your shooting phase to spin it around so you see its rear armour. Great way to kill them first turn. Works best if you have first turn (and if you have allied Tau with Rail Guns). And Eldrad can do this from withing a vehicle, so a Falcon can increase his chances of survival and give him mobility to reach a new vehicle each turn.

Fortune: Use this as needed to keep squads alive. Great if a squad looses a transport or is going to be vulnerable for some reason.

Guide: Use this to kill vehicles with your lance weaponry or as needed otherwise.

Mind War: Take out enemy characters, especially ones that grant abilities like Rites of Battle or extra attacks to squads they are around.

He can use 3 of the above per turn so long as he is not in assault, and may use one twice if he wishes too (spin 2 vehicles with eldritch storm).

Put Eldrad into a Seer Council with some Warlocks and they become even more potent, or if you dig up the old 13th Black Crusade Book and use and Ulthwe Council with the Avatar in it, they are super deadly.

His wargear is also great
Runes of Warding makes all enemy psychic powers harder. Runes of Witnessing make all of his easier.
So Runes of Warding along with guys with psychic hoods as allies becomes rather potent, meaning fewer get through and then they can be blocked still by a hood.
He wounds on a 2+ with a power weapon. Has a 3+ inv save and a 3+ save from perils. A witch blade and shiruken pistol to boot just add some flexibility.

Basically, you want him to stay out of combat to spin vehicles and buff squads, all the time protected by warlocks. Though they can easily engage in combat with all those whitch blades.

Good Allies to be Taken with: Tau, SM, IG, and Chaos. I know the last isn't fluffy, but it is practical.

So there you go. This guy can be a huge benefit. I recommend taking him if you have a small contingent of Eldar.

Sunday, June 14, 2009

New Datasheets: Apocalypse in Gotham City

UPDATED 10PM
POLL RELATED POST

NOTE THESE RULES ARE PURELY FOR FUN! NOTICE THE HUMOUR TAG ON THE POST.
So a friend was looking at my Imperial Guard High Command Squad Datasheet and saw the orderly named Batman. Two hours later we came up with these two datasheets:

The Dark Knight and The Joker.

So check them out. We think that while quite rediculous, they are rather balanced against each other, and the Why So Serious Rule should keep them from being interfered with. Batman should be too busy trying to catch the Joker to be abusive to the game and the Joker should be too busy trying to avoid Batman to be abusive, and if he becomes abusive, chances are Batman dies and he looses his abusive abilities.

Enjoy. And Tell me what you think of them right over there ->

Poll Results
Woah, those are crazy awesome and fun and I can't wait to use them! 1 (10%)
Those look fun, I will try them. 1 (10%)
I can take them or leave them. 2 (20%)
I won't use them. 2 (20%)
What were you thinking. That doesn't belong in the game and is totally against 40k! 4 (40%)

Alot more negative than I thought it would get. I guess some people just can't take a Joke. To anyone reading this now, they aren't serious. Just for fun.

Sunday, June 7, 2009

Chaos Deamons 2000 pt List

Epidemius- 110
Flamers(6)- 240: Bolt of Tzeentch
Flamers(6)- 240: Bolt of Tzeentch
Flamers(6)- 240: Bolt of Tzeentch
Plague Bearers(9)- 165: Icon, Instrument of Chaos
Plague Bearers(9)- 160: Icon
Plague Bearers(9)- 160: Icon
Deamon Prince- 255- MoN, Cloud of Flies, Iron Hide, Unholy Might, Deamonic Flight, Breath of Chaos
Deamon Prince- 255- MoN, Cloud of Flies, Iron Hide, Unholy Might, Deamonic Flight, Breath of Chaos
Soul Grinder- 175- Phlegm, Tounge

Pts: 2000 Scoring Units: 3 KPs: 9, 16 ('ard Boyz)

Tactics

This army is geared towards Epidemius' Tally. The Key is to get the DP's into combat fast and start racking up a tally. They shoud get the lower ends fast, which then allows the Plague Bearers to start actually being rather effective in combat themselves so they can add to the tally.

The Soul Grinder is a must in my own humble opinion. It can deal with Vehicles with Tounge and Space Marines with Phlegm.

The Flamers Breath of Chaos is really nice, and one bolt makes them able to take out vehicles as well.

Place Epidemius with a unit of Plague Bearers to give them some umph.

Wednesday, June 3, 2009

Classic: Kerrunch



So someone in my club picked up this classic game at the Bizarre Bazaar last Saturday for $20.

Kerrunch is the predeccessor to Blood Bowl. All in all from what we saw, it is much less strategic, much faster, and less complicated. I would call it a board game instead of a wargame.

One interesting thing is you drop your "Block" dice essentially into the lid onto a grid to see if you hit or missed your opponent. If it lands on a hit, then the number versus the targets race determines the result. Elves always get stunned at least, while orcs are the most resilient, although all of the die on a result of a 6.

Movement is random. A d6 is rolled each turn, though elves add 2 to their roll. Though if you roll poorly, a Dwarf can still outrun him. This is part of what draws away from the strategy. Very random movement.

There is no kickoff, rather both teams start in the endzone and charge the middle to pick up the ball.

In 4 turns, there were over 6 deaths, and many numerous injuries.

The game that we played saw the Dwarves and Humans of the Bright Crusaders beat the Elves and Orcs of the Darkside cowboys, 3-1, with the Cowboys only feilding 3 people in the last turn.

You would think those elves and orcs would have an advantage that far up and with possession. Then they hit the line and die.

Monday, June 1, 2009

1000 pt Team Tourney list: Help me choose

Poll Related Post

So I have a 1000 pt team tournament coming up. That is each player has 1000 pts for a total of 2000.

Force Org is as follows:
1 HQ
1-3 Troops
0-1 Elites
0-1 Fast Attack
0-1 Heavy Support
You are allowed one floating choice per player, but they can't be the same type. That is I can choose to take 2 Elites, but then my teammate would only be allowed the 1 and would have to take floating elsewhere.

Tournament uses Adepticon rules.

I am playing my Blood Angels, but need to get certain things painted and fast. So that means I need to know exactly what I am painting before hand. Which means I need my list. Now.

My team mate is playing Tau, so will be providing some ranged support. I will have his lists up later for you to see.

List One
Lemartes:125
Death Company(8): 190-Jump Packs
Assault Squad(5): 190- Power Weapon, Plasma Pistol x 2, Melta Bomb
Assault Squad(5): 185- Power Weapon, Plasma Pistol x 2
Assault Squad(5): 170- Power Fist
Vindicator: 145- Extra Armour, Pintile Storm Bolter

Pts: 1000 Scoring Units: 3 KPs: 5, 10 ('ard Boyz)

List Two
Dante: 200
Honour Guard(5): 215- 2 x Power Weapon, Standard Bearer, Blood Angels Banner, Melta Gun
Death Company(3): 15- Jump Packs
Assualt Squad(5): 165- Power Fist
Assualt Squad(5): 155- Power Weapon, Melta Bomb
Vindicatior: 145- Extra Armour, Pintile Storm Bolter

Pts: 1000 Scoring Units: 2 KPs: 6, 9 ('ard Boyz)

So go ahead and vote. Short poll so vote know. AND Comment on what you think or any suggestions/modifications.

POLL RESULTS:
Which List would you use?
List One- Lemartes/DC 5 (83%)
List Two- Dante/HG 1 (16%)