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Tuesday 25 May 2010

It's deep strike that swings it

I've seen a few articles on deep striking recently (From the Warp, Tech Bay Four, probably some others I've forgotten), which is a subject I've been thinking about recently.

The last couple of times I've played my Slaanesh Terminator force I've been using the Space Wolves codex. Besides simply being shiny and new the Wolves get stronger independent characters and more fun wargear/rules toys. And lets not miss out the main reason I switched to Wolves - real Cyclone missiles!

But I'm thinking of going back to a Deathwing based list. The Cyclone thing isn't too big a deal, I don't really play tournaments so I can just pay the extra point for a proper Cyclone launcher. The weaker characters are a bit of a pain, but this is Fifth Edition where troops choice swings it, and with the selection of models I've got it's about six and half a dozen between the codices.

The Deathwing have deep strike. Ok, so Space Puppies can climb into drop pods, but it's just not the same. For one thing, I don't want to go spending all that cash on a drop pod model for each squad. On top of that, teleporting is just plain cool. And let's not forget that deep strike should put me close enough to dish out some heavy flamer based pain.

Now that still leaves my Dreadnaughts and Land Raider. I could put the Dreads in pods, then either ditch the Raider or run it solo, but I'll probably be better off keeping them on the go. They'll form a solid anvil to complement my deep striking hammer. Trundle up to pin the enemy down with that lot, Dreads can screen each other and the Raider while popping smoke and that will buy me time to get into position and start zapping Terminators onto the battlefield.

So far it's all theoryhammer, and may turn out to be full of fail. Regardless, I'm pretty tempted to give it a go and find out how it works, it's not a style of play I've ever had a chance to use before so if nothing else it's a learning experience.

Monday 3 May 2010

Scorpion Seer

So this is something I tried out once or twice in 4th Ed and totally forgot about until after seeing a poll on Awaking Ynnead.

While I typically use my Farseer to boost shooting power there's no reason they can't up combat ability too. As long as you're not running into squads full of power weapons a quick roll of Fortune before the combat is going to turn Striking Scorpions into some pretty resiliant dudes. If my math-hammer is correct somewhere near 90% chance to pass saves, which even on the toughness of an Eldar is going to make a solid unit. Add into that Doom and they'll be cutting a pretty clean path through for little damage in return.

So though I previously said I was going to drop the Scorpions from my list I may rethink that. Besides which, Scorpions are obviously the coolest Aspect out there!