Monday, September 28, 2009
I realize it's extremely early, but what do you guys think? Will it be good or bad, or fall somewhere in the middle?
Friday, September 25, 2009
Hello all, it's time for another Dogs of War tactica. This time I would like to discuss perhaps the best unit in the entire army, namely Duelists. If you think of Dogs of War, the terms 'elite' or 'powerful' are not typically associated with the army. Nevertheless, Duelists occupy a key spot in the Dogs of War army and are a true multi-tasking unit, and to top things off, they are also a Core choice. In short, you can have as many units as you can afford. There are no restrictions as with Special and Rare choices, and no army-specific constraints such as the 'mainstay unit' rules. Quite simply, Duelists are the best unit available to the Dogs of War general for a variety of reasons which I will discuss in greater detail below.
As I mentioned, Duelists are a Core choice for Dogs of War and are an infantry unit. Unlike the rather static blocks of pikemen, Duelists are much more mobile as they have the Skirmishers special rule. Statistically, they also stack up favorable to other generic Dogs of War units as they have both a Weapon Skill (WS) and Initiative (I) of 4. In an army where 3 is the average stat, it is quite an improvement. Their other statistics are all average and their leadership is also the average 7 for most humans. What makes them such a useful unit then?
Their equipment options for duelists, one option in particular, make them an indespensible unit for the army and one of the few mercenary units that actually stacks up fairly well against other armies out there. Duelists come standard with a hand weapon but may purchase an additional hand weapon, pistols, and throwing knives. Duelists are also extremely fragile (as are most skirmishers) in that they have no armor, but may opt to purchase bucklers for a scant bit of protection in combat.
Of the 3 main weapon configurations, purchasing throwing knives is perhaps the least desirable choice (unless you are doing this for fluff or thematic reasons). For a few points more than throwing knives you can purchase a pistol for your Duelists. Armed in this manner, Duelists become quite a fearsome unit as they provide a bit of punch (albeit short-ranged) in the shooting phase while also getting an additional attack in the close combat phase again, thanks to the ruling regarding pistols in the most recent Warhammer FAQ. What makes the pistol-armed Duelists so special? Let us briefly examine the profile of the pistol. You have a range of 8", Strength 4, and as with all firearms, you also benefit from the Armor-Piercing special rule. Lightly armed troops and even medium cavalry will come to fear a big volley from a Duelist unit. To make things even better, a unit armed with pistols may ALWAYS stand-and-shoot, regardless of how close the enemy chargers are, thus an opponent will have to weigh their options before recklessly charging the Duelists. The major downside with the Duelists' shooting, is that they languish at the average ballistic skill (BS) of 3, which means you'll be hitting on 5s at best, on a Stand-and-Shoot. Nevertheless, their potential damage should give opponents pause unless they're charging in with a Deathstar unit.
In combat, Duelists armed with pistols or an additional hand weapon are no slouches. They will be throwing out 2 WS4 attacks each which means most enemy troops will need a 4+ to hit them. If charged, you cannot expect the Duelists to survive in combat as their lack of real armor means they will be dropping fast. Even equipping a buckler only provides the bare minimum of armor saves, and let's face it, there are so many S4 or greater attacks in the current Warhammer environment that those points would be best spent elsewhere. Where Duelists excel in combat is against small or lightly armored units, or weak individual characters such as wizards, or in certain cases getting a flank or rear charge in support of other units such as pikes, ogres, and cavalry.
Where Duelists can truly excel is in the role of baiting enemy troops into bad (read failed) charges. Duelists work well as screening units, keeping lightly armored units such as pikes and ogres safe from direct missile fire for a few turns. As part of the screening role you can employ the Duelists as bait, only to flee when charge, hopefully setting up good charges for your main combat units on your turn. Allow me to provide a few examples of using the Duelists to devastating effect as baiting units:
There are two parts to effectively using this tactic and it requires 2 of your units - it can contain more units, but at its heart, 2 units are at the heart of it.
You need both a screening unit and the hammer unit.
Ideally the screening unit will be a group of skirmishers --- for me this is almost always going to be pistol armed duellists. While we do have other skirmishing units available (Lumpin Croop's, Mengil's Manflayers etc), the RoR skirmishers are far too expensive to be used as front line shields for the hammer units.
I do use Lumpin Croop's in my army (much to the annoyance of my opponents), and they have never failed to perform. Their role is one of harassing and annoying the enemy, hopefully putting wounds on small weak units (fast cav, and generally anything T3 within their range, and of course as marchblockers).
Why duellists? Why not? They are one of the best units available to a DOW general. There are several different equipment options available. Lets break these down briefly:
Vanilla Duellists - comes with a handweapon - not really good for much of anything - these guys will struggle to kill anything
Duellist w/2 handweapons - 2 WS4, I4 attacks are great, and they can chop up small weak units with relative success, although they lack staying power
Duelist w/Pistol - I realize there is some debate as to whether this version should count as having 2 attacks in close combat - I certainly think they should, and most opponents will see the light of reason. Now we have a duellist with 2 WS4, I4 attacks in close combat, but perhaps most importantly, we have a fairly powerful and often underestimated ranged attack (several of my opponents learned this when my duellists proceeded to tear their units apart in the shooting phase). One key ability the pistol armed duellist possesses over other ranged units (bows etc) is that you can always stand and shoot with a pistol (-1 to hit still applies). Opponents will often reconsider charging for fear of potentially getting whiped out on the charge. Yet for me, close combat is not the primary role for the duellists, unless the situation is just too good to pass up (judgment call).
Duellists w/Buckler - give you a wimpy 6+ save vs shooting and 5+ in CC - While the 5+ in CC could give you some survivability vs your average S3 footslogger, it really isn't worth it IMO, as their primary purpose for me is to be shooting the enemy and acting as tempting bait.
Duellists w/Throwing Knives - the other missile option for these guys - with a range of 6" at S3, is it really worth it over the pistol? NO! Unless you're going this route for fluff reasons, leave the knives at home and pack on the black powder.
Duellist w/maximum equipment - This will easily bring your duelists past the 10pts/mini margin and frankly isn't worth it either. Yes, they will be a shooting and CC threat, but with their average T3 and 6+ AS while out in the open they just will not survive, despite being at -1 to hit from being skirmishers. Your points are really better spent elsewhere.
As DOW, I would say we have access to perhaps the most diverse array of troops among the various Warhammer Fantasy armies (if not always the best or flashiest troops). Its always fun beating down opponents with their power units, decked out with magic banners, and expensive characters and their various magic items. No sir, we win with skill and a few common magic items.
In my army I use what I will refer to as 'hammer' units. I'll explain my reasoning behind these choices, and possible alternatives.
Hammer unit 1 --- 20+ Leo's Leopoard CompanyHammer unit 2 - 3 Maneaters.
What do both of these units have in common?
Both are immune to psychology.
This is crucial on various levels. Both units are also very capable of beating most units that they will face.Leo's Leopard Company - now I know many will say to just use vanilla pikes, or even go for Ricco's, Alcatani, or Pirazzo's, but I have found the Leopard Company to be winners. Their cost (most expensive pike unit) can be prohibitive, but I have found them to be worth it. My first few outings with DOW were without duellists and after Leo's demolished one of my opponent's units, they began drawing heavy fire in subsequent games, leaving them to be less than effective. Be well aware, with only light armor, pikes will die in droves to handguns and xbows, to say nothing of warmachines. Hence, the duellist screen. Yes, opponents, can still target them from hills etc. I try to make sure my opponents have so many things to worry about, that if they focus too much attention on eradicating the pikes, other parts of my army can and will make them pay dearly.
Now, back to the immune to psychology ability. You will get shot at and you will lose pikemen, but you will not be running away from these losses. I also find the ability extremely valuable, as I play against WE (who uses a lot of dryads, treekin, treemen), VC (undead - duh), Ogres (more fear). I can't have an expensive block of troops failing a fear check and leaving a gap in the battle line.Pikes oddly enough work best vs infantry, light cavalry, ogres, and units of that size/toughness. Pike will struggle vs 1+ or 2+ save knights (even with the +1 str bonus). I find that the sheer number of attacks + the fact that you go first (except versus HE and magical ASF) allows you to easily wipe out the front rank if not 2 ranks of most infantry units.
I should also mention I place my paymaster in my Leopard Company unit - if the paymaster dies (likely in CC) then you will have pikes + hatred vs the unit that killed him - very nice! We also can't ignore Leo himself, a fairly generic captain, although he 'technically' gets an additional attack as he carries a pistol. Leo also carries heavy armor so he has a bit more staying power than the rank and file pikemen of the unit. I also arm my paymaster with the following wargear: pistol, heavy armor, shield, morningstar. This makes the entire pike unit able to throw out 2 pistols shots at nearby units to either boost the duelist shooting or put a few wounds on another unit. These two shots may not seem like much but anything casualty you inflict on your opponent is worth it. Most opponents also don't expect to be shot at from an infantry unit, so its just another little surprise I use. These two shots will also hit most of the time - Leo is BS5, and the paymaster comes in at a respectable BS4. Again, they can always stand and shoot as well which can take out a couple of enemies before you unleash the massive number of pike attacks in CC.
Hammer Unit 2 ---A unit of 3 maneaters. I have seen lists use units of 3 with a braces of handguns (pistols for the maneaters) to great effect and I might build of unit of these in the near future. My unit of three contains 2 maneaters with cathayan longswords and one with a great weapon who is placed in the middle. Maneaters already come with an impressive statline and several nice abilities (immune to psych, stubborn, cause fear). I find the WS + I boost of the longswords nice because it lets these guys compete with most hero level characters in terms of speed and the extra WS ensure you should be hitting most enemy units on a 3+, and with a S5, you can expect to usually wound on a 3+, and often a 2+. The one maneater with a great weapon is there to have a S7 chariot killing machine (4 S7 attacks is nothing to scoff at). With a S7 this guy will also put fear into heavily armed cavalry with a nice -4 modifier to their armor save.
On to the actual implementation of the tactic: I deploy my duelist units as screens directly in front of my hammer units to prevent them from getting shot up as much as possible. During the first few movement phases the duelists units advance so that they are anywhere from 5-8 inches in front of the hammer units. I also try to keep the rest of the batteline roughly even with my hammer units so that flank charges on the hammers do not present themselves.What do I do with each unit?
The duelists will engage enemy units within range using their pistols, hopefully inflicting a few casualties. I will rarely charge with duelists unless I see a strategic advantage in doing so which will help me in the following turns. There is no point in wiping out an enemy unit only to get yourself out of position in their turn. If the duelists are in range to shoot then anyone but dwarfs should be able to charge them. Depending on the enemy and the opponent, you will likely get charged. If its a weak enough enemy or if my shooting phase has inflicted a decent amount of casualties, I might stand and shoot. Typically, I will choose to flee (remember - 5-8 inches away from the hammers). I typically roll fairly high, so my duelists will flee through either of my immune to psych units who will ignore the fleeing troops. Make sure you do not have any other friendlies in their path who might be affected. It will also take some careful positioning so that your duelists flee through your hammers and not in a direction which will cause other units to panic. Depending on the type of unit that charged the duelists, the enemy will either get a failed charge or carry on through to your hammer unit. I should mention I leave a tiny gap so that my hammer unit can see the enemy unit in question so that they could be a legal charge target.Preferably, I want my pike unit charged, whereas I want a unit getting a failed charge and stopping short of my maneaters who will of course charge that unit in my turn. Thus I usually leave the duelists screening the maneaters a bit further out than the ones screening my pikes.
As outlined above, the combat prowess of these units ensure they will win most fights, and hopefully the duelists will have put some wounds on the opposing enemy units. If everything works well, the duelists will rally in the subsequent turn and will again work their way forward to support the battleline. It can of course happen that you do not flee far enough with your duelists resulting in their death. If the duelists die, then they die.
The pikemen who will have their static combat resolution (paymaster helps here as well) in addition to the wounds they cause in combat will likely break most units. The maneaters undoubtedly can dish out lots of punishment which should mean that they will face few if any return attacks depending on the situation of course. As they cause fear and with a starting US9 they should auto-break a lot of opponents (in the unlikely event someone rolls insane courage). I've used this tactic quite successfully. My opponent can either charge the duellists, shoot them (which is their major weakness), or try to maneuver around them. If they are ignored, I continue to put pistol shots into whichever enemy is in range.
Keep in mind that none of this is occurring in a vacuum - the rest of the army is there as well as the rest of your opponent's forces + the terrain. Every unit in my list works in concert with the other units of my army. I try to make sure that any of my opponent's units which I try to draw into these baits have been shot at by either my xbows, cannons, halflings, duellists, and if possible by either of my wizards. The tactic isn't going to be a guaranteed success, as anything can happen at any point in the battle. You also shouldn't limit yourself to one strategy. It takes a combination efforts in all phases of the game to be successful. There are many issues within the metagame which can help make you a more successful general, but that is for another tactica.
As good as the pistol-armed Duelists are, they are not the only option in fielding Duelists as multiple such units can get expensive. If you are worried about protecting your war machines such as Mercenary Cannons and Hot Pots yo could take a small unit of bare-bones or two hand weapon equipped Duelists to protect your vulnerable war machines. These Duelists can then serve to either harass, redirect, or directly engage units such as scouts, miners, waywatchers etc.
Duelists are suited to virtually every army build for Dogs of War armies. They complement infantry heavy armies as well as more mobile armies, as their skirmishing rule allows them to keep up with the fast moving elements of an army. Beginning generals may find them hard to use but with experience and practice you will learn how to employ them to devastating effect. Hopefully the above tactica has been helpful to you.
Thursday, September 24, 2009
Games Day UK is at last upon us and so I have our last preview newsletter for you, featuring some exciting last minute additions to our line up of models in the shape of two daemon engines and a brand new Tau battlesuit! We hope to see many of you on the day, and we`ll have a few more surprises for you on our studio stand as well.
The Plague Hulk of Nurgle
The Plague Hulk of Nurgle is a hybrid kit using resin components and elements from the plastic Chaos Defiler kit and sold as a complete model.
We should have a limited supply of this model available at Games Day UK, and the model will go on general release later in the year.
You can find experimental rules for the Plague Hulk Here
Blood Slaughterer of Khorne with Impaler
We should have a limited supply of this model available at Games Day UK, and the model will go on general release later in the year.
Rules for the Blood Slaughterer with Impaler can be found in Imperial Armour Volume Seven, The Siege of Vraks Part Three
Games Day UK 09
Keep an eye on our updated Games day UK webpage, which you can find Here for more information and previews.
Unfortunately it`s too late to place a reservation order for the show if you have not already done so, but as always we will have our huge sales stand at the event with a massive range of stock. This will include our events only models such as the Mounted Death Korps of Krieg Commissar, Reaver Titan Princeps, Imperial Thunderbolt Pilot, Ork Squadron Kommander, and the last few Renegade Ogyrn with Death Korps Victim, as well as brand new releases in limited numbers, not to mention our new Weathering Powders.
The latest Forge World catalogue supplement is also available to download Here, featuring some of our latest releases, including some of the new models we will have available at the show.
Tau XV-9 ‘Hazard’ Close Support Armour
We should have a limited supply of this model available at Games Day UK, and the model will go on general release later in the year.
Preliminary experimental rules for the Tau XV-9 can be found Here
Labels: 40K, Easterlings, New Releases, News, Space Wolves, War of the Ring
|In this issue: Space Wolves | Legions of the Eye|
Legions of the Eye
The forces of Mordor and the Fallen Realms religiously carry out the will of Sauron and have been involved in every major conflict in Middle-earth’s history. This month the armies of the Dark Lord are swelled by nine new metal sets, including two all-new Ringwraiths: The Knight of Umbar and The Betrayer. Advance Order these and the other great new The Lord of The Rings miniatures here.
|Legions of the Eye|
Sunday, September 20, 2009
Another Games Day UK update for you, and this time some heavy reinforcements for the Orks in the shape of two major releases; the savage Kill Krusha ‘Eavy Tank and the armour-shredding mechanised power of the Mega-Dread, backed up by a new Ork vehicle upgrade of Grot Sponsons. Meanwhile Forge World is in fevered preparation for the fast-approaching Games Day event, and we should have some more surprises for you yet to come.
Ork Kill Krusha ‘Eavy Tank
You can find experimental rules for the Kill Krusha Here.
Just as with our Space Marine Dreadnoughts we are selling the main body of the Mega-Dread (which also comes with two ‘Gatling gun style’ big Shootas) and its weapon arms separately. The two arms we are releasing with it are the Mega-Dread Killkannon arm and the Mega-Dread Rippa-Claw arm. Both of these weapon arms are designed to fit on either side of the Mega-Dread’s body allowing you to customise it as you wish.
Ork Mega-Dread Killkannon
Ork Mega-Dread Rippa-Claw
You can find experimental rules for the Ork Mega-Dread Here.
We should have some Mega-Dreads, Mega-Dread Killkannons and Mega-Dread Rippa-Claws for sale at Games Day UK, and the model is available for pre-order Now for release the week commencing the 28th of September.
Ork Grot Sponsons
You can find experimental rules for the Grot Sponsons Here.
As with this newsletter’s other previews the Grot Sponsons should be available to buy at Games Day UK and will go on general release in October.
If you would like to place a reservation order for Games Day UK, send us an email to ForgeworldReservations@games-workshop.co.uk or give us a ring on 0115 916 8177 with your name and order details by the 21st of September."
Another Games Day UK update for you this newsletter and the great news that we have our range of Forge World Weathering Powders now available to pre-order, and will be available at the show!
Look out for some more updates soon.
Forge World Weathering Powders
We have six different weathering powders available, which you can either purchase individually or as a set, more information can be found Here.
Games Day UK Update
Forge World will be in attendance in force at Games Day UK. You can look forward to meeting our whole design and studio team. W`ell also have lots of display models, terrain boards, book previews and our huge sales stand with a massive range of stock, including our events only models and brand new releases in limited numbers for the day itself. Keep an eye on our updated Games day UK webpage, which you can find Here, for more information and previews.
Not too much new stuff here. Again, the new weathering powders are simply phenomenal! Anyone lucky enough to attend GD UK should see a lot of new release and upcoming releases such as the Skaven and beyond!
Labels: 40K, Battle Report, Fantasy, Imperial Guard, New Releases, News
|In this issue: Imperial Guard Catachan Characters | Tank Upgrades & Accessories | New Basing Material|
New Basing Material
There’s an old saying amongst miniature painters that ‘good bases make good armies’. Well, with the Warhammer Basing Kit and two new types of basing grass out this week, you’ll have everything you need to create evocative bases for your models.
|Warhammer Basing KitThe Warhammer Basing Kit is packed with 20mm and 25mm pieces of resin detailing, slate, and brass-etched leaf foliage. Add extra detail to the bases of your miniatures with this all-new set.|
|Citadel Dead GrassIdeal for decorating the bases of evil armies, such as Vampire Counts and Warriors of Chaos, Dead Grass can also be used to add sun-bleached areas or barren desert to a Gameboard.||Citadel Burnt Grass Another new colour of basing material, Burnt Grass can be used on its own or to mark out areas of scorched or blackened ground.|
Thursday, September 10, 2009
Tuesday, September 8, 2009
Monday, September 7, 2009
I`ve some fantastic preview shots for you this newsletter of a major release that will début at Games Day UK; the Chaos Reaver Titan in all its diabolic glory! As well as this great new model, I also have some more details about what Forge World will be up to at UK Games Day as well.
Chaos Reaver Titan
Ready to make the earth tremble and sow fear in the hearts of the enemies of the dark gods we have our new Chaos Reaver Titan. This monster of a war machine, a corrupted version of the Imperial Reaver Titan should be available in limited numbers at Games Day UK and released to general sale later in the year. This mammoth kit stands approximately 400mm/16 inches high and has been designed by Will Hayes and Simon Egan. The model, as you can see from the pictures Here, has been lavishly detailed with the marks of Chaos and the mechanical corruption both on its external surfaces and internal compartments, which include bladed armour, the Eye of Chaos on its upper carapace, and three damned crew cyberneticaly fused with its twisted structure. Towering over the battlefield, jagged and vicious, the Chaos Reaver Titan will make a fantastic centrepiece for any Chaos army as well as a great modelling project in its own right for the collector, not to mention tipping the Balance in the favour of the Ruinous Powers in your Apocalypse games.
Rules for the Chaos Reaver Titan can be found in Imperial Armour Seven, the Siege of Vraks Part Three.
As with our Imperial Reaver Titan, the Chaos Reaver Titan is available as a separate Main Body and Weapons. The main body also comes with a sprue of large Chaos symbols allowing you to convert any of the Imperial Reaver Titan Weapons to traitor service (as all the Imperial Reaver Weapons will also fit this Chaos version allowing you to customise your model as you wish). We also have two new Chaos weapons for the Titan as well, the brutal and predatory firepower of Chaos Apocalypse Launcher and the wickedly barbed Chaos Reaver Power Claw."Big news here obviously being the Chaos Reaver finally being released. Looks like they were able to solve whatever detail issues they had back when it was first unveiled as a WIP. Certainly this makes a crowning jewel for any Chaos Space Marine collection.
Thursday, September 3, 2009
for all you Guard players out there comes the important FAQ addressing some issues with the new codex. Check it out here. For GW, this is actually quite the speedy release, as FAQ releases normally take a rather long time.
What do you guys think? Did the FAQ address all the issues you had with Guard, both playing with and against them? Comments welcome!
Wednesday, September 2, 2009
the folks over at Beasts of War have come up with this awesome soundboard to really add some atmosphere to your Space Hulk games! Check out the video
or download the soundboard here.
Seems pretty cool although I don't think you'd necessarily be playing Space Hulk by your computer. Still, it's a cool idea. Comment away!
Tuesday, September 1, 2009
Labels: 40K, Apocalypse, Blood Angels, Grey Knights, Lucky 13s, Orks, Tau, Tyranids