Slaanesh: Observations from the Weekend
Played at a small tournament - well, ran a small tournament, and played to fill in the odd number spot - with my Slaanesh CSM/Daemons army, and I'm pretty satisfied with the results. I ended up going 2-1, with wins against Khorne CSM and Nurgle CSM, and a loss against my friend (and cohost) Dennis and his Eldar. This is not surprising; he can never beat my Tau with Eldar, and I've yet to beat his Eldar with my Chaos armies. After three games with the new force, I feel like I'm in the right direction for the most part. Here's what I took:
HQ: Chaos Lord w/Mark of Slaanesh, Sigil of Corruption, Power Sword, Chaos Bike, Gift of Mutation, Veterans of the Long War - 155
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion - 234
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion - 234
Troops: 19 Cultists w/17 Autoguns, 2 Flamers, Mark of Slaanesh; Cultist Champion - 137
Fast Attack: 4 Chaos Bikers w/Mark of Slaanesh, Icon of Excess, 2 Meltaguns,Veterans of the Long War; Biker Champion w/Combi-Melta, Meltabombs - 195
Heavy Support: 4 Chaos Havocs w/4 Autocannons, Mark of Slaanesh, Veterans of the Long War; Aspiring Champion - 130
Fortification: Aegis Defense Line w/Quad Gun - 100
HQ: Herald of Slaanesh w/Transfixing Gaze, Soporific Musk, Pavane of Slaanesh - 90
Troops: 16 Daemonettes of Slaanesh - 224
Here are my take-aways from the weekend.
- Bikes work as a Lord delivery system, but... Being on a bike ensures that the Lord will get somewhere quickly, and it keeps him alive due to the increased toughness. The rest of the bikes provide melta for cracking open vehicles and act as ablative wounds. They don't bring a whole lot else, though, besides someone carrying an Icon of Excess. They just don't have enough attacks to make a sizable dent in an enemy unit when assaulting. Still, the speed and toughness are really nice. I'm going to keep trying these guys for a bit longer and get used to them before I decide their fate. Putting the Lord on a Steed of Slaanesh is tempting to give the whole unit Outflank, but then I lose the extra toughness.
- Shooty Noise Marine units are great. Fearless. Power armor. Cranks out tons of shots. Ignore cover. High Initiative if they get assaulted. What's not to like? Also, the Blastmaster is fantastic now, because of two reasons: ignoring cover and being able to keep it stationary while the rest of the squad moves. It's totally worth the points now, especially when you consider how easy it is for vehicles to get cover now. If I can see you, I can kill you, and there's nothing you can do about it. Also awesome for killing other power armor units.
- Shooty Cultists are good. Okay, their guns aren't great, but with so many shots you can manage a lot of mischief. I actually managed to have them shoot a Bloodthirster to death (results not typical). They're risky to assault, especially with the flamers, and with the Mark of Slaanesh they've got a good chance to attack in kind once you close. In combination with a decent piece of cover, like an Aegis Defense Line, you can keep them nice and safe. Out in the open, though, they'll take wounds and likely run off the board, so use them wisely if you don't want to babysit them with a Lord.
- Havocs are great. Especially with autocannons. A lot of strong shots for a low cost. Sure, they won't scratch AV14, but that's what the bikers are for. Setting the champ at the defense line's Quad Gun almost doubles your firepower and gives you access to a Skyfire Interceptor weapon. I had faith that they would serve me well, and they delivered.
- Daemonettes worked! The Daemonettes did exactly what I'd chosen them for - a fast assault unit that I could drop into my opponent's back lines to cause havoc and assault scoring units camping in the rear. They're fragile, but with the sheer volume of attacks they can put out makes up for their deficiencies. I never did use Hit and Run, so the Herald's Musk might be on the chopping block, but Gaze and Pavane are staying. The only game where they didn't directly contribute was against the Eldar (ironic, that), but they still pulled Dennis's entire army's attention for that one turn, leaving the rest to act without being bothered for a turn. Even against a tarpit unit like Plague Zombies, they managed to just out-wound their opponents. They don't stand up to shooting, but I knew they wouldn't. If nothing else, though, they forced my opponent to make bad decisions: keep pressing forward and ignore the blender I just dropped in your lines, or turn around and deal with it and let me stall out your momentum. I wouldn't run them much smaller than I have them in this list; they need the bodies to get where you want them.
I will say it's odd to run an army devoid of vehicles, but at higher point levels (1750-2000), I might figure out a way to pad out that involves metal boxes of one form or another, or maybe pick up a Heldrake and fit it into the list. Also, possibly more Daemons; they're just fun to play around with.
Midwest Massacre Part 3: The Lessons Learned
So, what lessons did I take away from the Midwest Massacre, especially as regards my Tau?
Aegis Defense Lines are a must-have right now: Easily one-third of all armies at the tournament were running Aegis Defense Lines, and I can't say I blame them. Between the extra cover available, the ability to lay a speed bump across a section of open board, and being able to take a twin-linked double autocannon with Skyfire and Interceptor, the ADL fills several gaps that armies can use to their advantage. Even the Tyranid player that took third place took a defense line (although without taking the gun emplacement) just to get the extra cover. I personally had a lot of trouble dealing with enemy fliers, so having the gun available would make a huge difference, and at only 100 points, it's not horribly hard to shift things around to afford one.
Prescience is totally worth it: Being able to grant re-rolls to any friendly unit within 12" of the psyker is fantastic; between that and Markerlights, I was able to make my shooting very reliable. Well, the hitting, anyway; making wounds stick was something completely different, but that's neither here nor there. I have no regrets taking a Farseer in my army. However...
Eldrad might not be totally worth it: Eldrad's a huge chunk of points, and if that chunk of points runs off the board or dies (which happened more often than not), I'm screwed in any scenario that uses Victory Points. While he brings a nice array of powers, I only ever used two with any frequency - Prescience and Misfortune. I also like Scrier's Gaze, but the timing on that power is wonky, since it conflicts with the rules as written and doesn't appear to actually be usable for Reserve and Outflank rolls. If I'm only using the Primaris power regularly and reliably, having all the extra powers doesn't really help me. Taking a Farseer instead with both Runes and one power costs just under half as much and gets me most of the same utility. I would lack the ability to use a power twice, but I can cope with that. The points saved can go into buying that Aegis Defense Line. I'll play around with lists both with and without Eldrad, and see how the power difference plays out.
Rethink War Walkers: I like the concept of War Walkers, but they're kind of a 6th Edition solution to a 5th Edition problem. Sure, it's easy to glance vehicles to death, but if there aren't that many vehicles on the board, they're less useful. Not useless, just not as useful. More often than not, they end up as a suicide unit, and without Scrier's Gaze or Acute Senses, it's a bit harder to guarantee they'll be on the side of the board where they'll do the most harm to the enemy before dying. I can't help but think that those extra 120 points would be better spent somewhere else. Also, with Interceptor guns on the table, they tend to disappear as soon as they appear. That makes starting them on the table the better option, and at that point I might as well buy a better unit. I'll still give them some more runs on the table, though, to see how they do; they do bring a nice volume of fire, especially against hordes.
Tau Pathfinders are awesome (I finally admit it): I've hemmed and hawed about whether or not I like Tau Pathfinders, but in 6th Edition I finally have to admit that they're the best Fast Attack choice we have, as well as the best way to get Markerlights in volume. In 6th Ed's vehicle-light environment, making your shots more reliable is better than having a pair of suicide melta speeders. I still wish there was a way to take them without the Devilfish, but even then they're still worth the points. Also, they're still helpful with flyers; even though they can't raise BS on snapfire shots, they can still eliminate cover saves, and that includes those Jink saves from flyer evasion.
Midwest Massacre 2: The Results
So, with my army ready for the tournament, it was time to play 6 rounds of 40K. The Midwest Massacre's games worked somewhat similar to tournaments like the Bay Area Open, where there were 3 different missions in play simultaneously in each game, with the winner being whoever managed to complete more of those objectives (with ties falling to bonus objectives, like Slay the Warlord, Linebreaker, etc.). So, how did I do round-by-round?
Round 1: Hammer and Anvil/The Scouring, Table Quarters, Purge the Alien
Opponent: Dark Eldar/Eldar Allies
In the first round, my opponent ended up being my friend and podcast co-host Dennis. The organizers of the tournament apologized for pairing us together, but we were fine with it. It's our perennial grudge match, and unfortunately for Dennis, his luck against my Tau ended up being as good as it usually is - not at all. An early Raider kill pinned Duke Sliscus and his Warriors in the back of the field, and a Venom deep-strike mishap let me put place it way back in the corner as well. From there, I was able to keep the pressure on and keep him at bay, and even his Razorwing fighter wasn't able to hurt me too badly before I managed to drop it. This would be one of the two times in the tournament that I'd fare well against a flyer. I ended up winning all three missions and getting 4 of the 5 bonus points. In retrospect, this worked against me, since I ended up in a higher tier than I was probably ready for.
Round 2: Hammer and Anvil/Crusade, Purge the Alien, Get to the Choppa (winner has most scoring units within 12" of board center line)
Opponent: Grey Knights/Black Templar Allies
For Round 2, I was facing off against Aaron Aleong, also known as Spaguatyrine from The Back 40K (and I did not make that connection until long afterwards; my apologies!). He was running Coteaz, a Grand Master, a pair of Strike Squads, a pair of Warrior Acolyte squads, two Dreadknights, and a Templar Master of Sanctity with a squad of 10 TH/SS Sword Brethren Terminators. As fits a player of his level, he absolutely rolled me in this game. Between his vehicle-less army list, his playskill, a table with a huge piece of LOS-blocking terrain that did not favor my railguns at all, and my dice falling apart at key moments, I don't think I stood a chance. That said, he's a great opponent, and I had a great time playing him. His army is absolutely beautiful to look at, too. I did have a couple of little victories, like the lone Fire Warrior falling back who managed to snapshot a Terminator in the face and kill him. In all honesty, I'm not sure how I could have adjusted my list to better handle this army; better dice rolls would have helped, but frankly I doubt that even that would have sufficed. Aaron went on to take second place, so taking a loss to him doesn't bother me much.
Round 3: Vanguard Strike/Big Guns Never Tire, Table Quarters, Purge the Alien
Opponent: Necrons
Scott, who traveled all the way from Minneapolis to play, was my next opponent, and I was facing down a combo of Nemesor Zahndrekh, Deathmarks with attached Despair Crypteks, Immortals with Storm Crypteks, Nightscythes, Wraiths, Annihilation Barges, and a Doom Scythe. First turn went well for me, as I blew up two Barges and almost wrecked the third. I made two critical mistakes, though. First, I went ahead and brought in my War Walkers from reserve, rather than start them on the table. As soon as they came in, Zahndrekh brought in half of the flyers, and suddenly I had killer Necrons in my lines. The other mistake was that for a moment, my brain misfired and I thought that Avenger Shuriken Catapults were strength 5, so I lined them up against a barricade to all have range on one of the flyers. This grouped my Avengers (and Eldrad) nicely for the Deathmark squads to come down and destroy them with the attached Crypteks. That's the turn that flipped the momentum, and from that point on it was all I could do to hold on, and I failed. Between gauss fire and Voltaic Staves, the rest of my vehicles died, and my game utterly fell apart. Couldn't make wounds stick, either on Immortals or on Flyers. Both squads of Deathmarks died, though, so I'll take that as a tiny moral victory.
Round 4: Dawn of War/The Relic, The Slaughter House (victory points), Securing the Home Front (winner has most scoring units within their own deployment zone)
Opponent: Necrons
My final opponent for day 1 was Curt, who brought a very different list. He was also running the Nemesor and a pair of Night Scythes, and a Doom Scythe, but that's where the similarities ended. He also had double Monoliths and a Ghost Ark, and had 10-man squads of Warriors for his troops. He started out with just the Ghost Ark, the Nemesor, and a squad of Warriors in play and quickly grabbed the relic. I hoped beyond hope that I could clear the table and win on turn 1, but between another big chunk of LoS-blocking terrain in the middle (right where the Relic was) interfering with my fire lanes, and some poor dice rolls, I just couldn't seal the deal. I didn't repeat my mistake with the War Walkers, but once his reserves started coming in, I didn't stand a chance. Monoliths popped up in my deployment zone, and even though one immobilized itself, it was still lobbing nasty blasts of death into my forces. The flyers were nigh unkillable, with him seemingly making every Evade I made him take. Even the snap-shotting didn't hurt him much. On turn 4, he decided to take a chance and snapshot his Tesla Destructors at my Commander (and Warlord). His dice came up 6, 6, 6, and 2, which re-rolled into another 6. I just couldn't survive 12 strength 7 shots. Without a reliable way to deal with reserves or flyers, my fate was sealed.
So, at the end of day 1, I was 1-3; I hoped that I'd shaken out to where I should be in the rankings, and that the next day would see me hit 3-3. That's how past tournaments have gone, if the field of players is large enough. I tend to end up in the middle of the pack, sometimes at the lower end of the middle. I figured that once I was at the right level, I'd be good to go. And so, when Sunday came around...
Round 5: Dawn of War/The Slaughter House, Emperor's Will, The Relic
Opponent: Orks
My opponent this round was Gavin, and he was bringing a pretty standard Ork horde: Ghazghkull and some Nobs in a Battlewagon, three large squads of Boyz, Zogwort, a Big Mek with a Shokk Attack Gun, some Lootas, a Deff Dread, and a Dakkajet. I managed to get first turn, and I was able to dictate the basic tempo of the game from there. I blew up the Battlewagon on turn 2, killed the Deff Dread on turn 3 (right after it failed a 7-inch assault run), and picked apart two of the three Boyz squads by turn 4. I did lose Eldrad; he ran off the board after half of his Dire Avenger friends were lost to a Shokk blast. Otherwise, though, my losses were relatively minimal. I wasn't able to grab the relic at the end, and we both had our own objectives, but I killed almost 2/3rds of his army. I found out afterwards, though, that he was playing about 100-points down, though, which might explain why he ended up coming in last at the tournament.
Round 6: Vanguard Strike/Big Guns Never Tire, The Relic, Get to the Choppa
Opponent: Space Marines
For the final round, I was playing Andrew and his bike-centric Marines. He had a Captain on a bike, two bike squads with dual meltaguns and a multi-melta Attack Bike each, a squad of Scout Bikes, a squad of Sternguard led by a Librarian, a couple of Tactical Squads, and an Aegis Defense Line to round things out. Not having any vehicles hurt my railguns' chances somewhat, but with Night Fighting on turn 1 I was able to keep range as he turbo-boosted closer. I made quick work of one bike squad, but the other got into my lines and killed both Hammerheads. I used Eldrad to keep up Prescience and Misfortunte and managed to focus-fire down the other bike squad, but not before his Captain got into assault with my Broadsides and contesting an objective. They ended up locked in combat all game long; I couldn't hurt him, he couldn't make wounds stick on me with 2+ armor, and even when I lost drones, I failed to break. He sent one TacSquad over the line to grab the relic, but I shot them apart on turns 5 and 6 to force them to drop it. My big mistake: my War Walkers came in behind his line, but I forgot to shoot with them before they were picked apart. This might have decided the game; we each won a mission (he got Big Guns, I got Get to the Choppa), we each got a bonus point (I had First Blood, he had Line Breaker), and when we worked out the tiebreaker with victory points, I lost by 4. 4 VPs. That's all that separated me from going 3-3 and ending up 2-4.
So, my final record was 2 wins, 4 losses. Not fantastic, but I had a great time and learned a lot about the current environment and what I'm going to have to do to switch things up. Tomorrow's post will be about my take-aways from the tournament. Oh, and the top three places?
1) Chaos Daemons (Tzeentch, mostly)
2) Grey Knights/Black Templars (played by Aaron, my round 2 opponent)
3) Tyranids (played by Turn 7 Wargaming)
6th Edition: First Game Impressions
I got my first game of 6th Edition 40K in tonight, taking my Tau up against Richard (one of my co-hosts on Preferred Enemies) and his Orks. To keep the game manageable while we worked through the new rules (or at least while I did; Richard's gotten in a few games with the new rules), we played at 1000 points. I was playing a variant of my standard Tau list, while Richard was playing Speed Freaks-style. The lists looked roughly like:
Rob
HQ: Shas'el w/Plasma Rifle, Missile Pod, Multi-Tracker, Hard-wired Blacksun Filter; Bodyguard w/Plasma Rifle, Missile Pod, Multi-Tracker
Elite: Crisis Suit Team Leader w/Plasma Rifle, Missile Pod, Multi-Tracker, Hard-wired Blacksun Filter; Crisis Suit w/Plasma Rifle, Missile Pod, Multi-Tracker
Elite: Crisis Suit Team Leader w/Twin-linked Missile Pod, Flamer, Hard-wired Blacksun Filter; Crisis Suit w/Twin-linked Missile Pod, Flamer
Elite: Stealth Suit Team Leader w/Drone Controller, Marker Drone, Hard-wired Blacksun Filter; 3 Stealth Suits w/Drone Controllers, 3 Gun Drones (1 each)
Troop: Fire Warrior Shas'ui w/Hard-wired Blacksun Filter; 9 Fire Warriors
Troop: Fire Warrior Shas'ui w/Hard-wired Blacksun Filter; 9 Fire Warriors
Heavy: Hammerhead w/ Railgun, 2 Burst Cannons, Blacksun Filter, Multi-Tracker
Richard
HQ: Wazdakka
Troop: 1 Nob Biker w/Power Klaw; 2 Warbikers
Troop: 1 Nob Biker w/Power Klaw; 2 Warbikers
Troop: 1 Nob Biker w/Power Klaw; 2 Warbikers
Troop: 1 Nob w/Power Klaw; 11 Shoota Boyz; Trukk
Fast: Burna Bomma
Fast: Warbuggy
We ended up rolling Dawn of War (read: Pitched Battle) deployment and The Scouring. I won't get into the full batrep, but the final score was Tau winning 7-2; I claimed a 3-point objective and had points for First Blood, Slay the Warlord, and 2 Fast Attack kills, while Richard had one biker left on a 2-point objective. This was partly due to some insane luck at key points for me (such as a 2-man broken Fire Warrior squad rolling two 1s on the regroup attempt and moving onto an objective) and poor luck for Richard (almost every unit that could break did at one point or other, including Wazdakka), but some of the help also came from the changes to the new edition. In short-short format...
Overwatch is awesome for Tau. I'd already guessed this, but seeing it in action cemented the idea. It's not dependable, but being able to soften an incoming assault helps. I even managed to wipe out one assaulting unit in Overwatch.
Twin-linking is even better than before. Mostly, this is due to Snap Fire and Flyers. Anything that can make guns more reliable in those situations is good, and that's one of the easiest way to do it.
Lone flyers aren't that scary in the late game, but... Richard's Bomma didn't come in until turn 4. By that point, I had enough weapons available to drown it in firepower and take it out. Had it come in earlier, when the rest of his army was still on the table, I would have had a much harder time dealing with it. I don't think they're killer, but they have the potential to be very strong.
Vehicles are more fragile, but more shooty. I glanced Richard's buggy to death on turn 1, and did basically the same thing to his Bomma on turn 4. I lost my Hammerhead to a trio of glances as well. When it wasn't being glanced, it was good at hounding the enemy with a lot of shooting.
Anyway, that's it for now, and it's late. I really do like what I see in this edition, and I'm looking forward to playing more!
DieCon Day 2 Coverage
The second half of my DieCon 11 audio battle report is now up on the Preferred Enemies website. Click here to listen. Again, it's about 20 minutes long, and it covers rounds 4 and 5, as well as my overall feelings about the event.
The short version - firmly in the bottom of the pack thanks to going 0-3 before, I managed to get both wins on day 2. I still didn't face anything but Marines, though - vanilla Marines in round 4, and another Space Wolves player in round 5. Day 2 had interesting objectives and unusual deployments, and I managed to use both to my advantage. Would I go back to DieCon 12 for next year's GT? I think I would, and I'd still be playing Tau whether they get a new codex or not in the interim.








