Friday, 19 July 2013

WraithMight!




The ground shook under foot, rubble from a ruined Imperial communications outpost poured off the rough edges of broken walls with each footfall. Luther’s Noise Marines dived out of the crumbling structure just in time as the alien construct smashed through what remained of the reinforced armored wall. With its elegant shape and smooth lines the Eldar Wraithknight moved with an un-natural grace for a silhouette of its size. The Wraithknight stood upright among the broken ruins bringing it to its full colossal height, challenging with its tank sized sword. Then it charged accelerating at breakneck speed….

I may be no author but I do like to think I know a little about Eldar and today I want to talk about the Wraithknight. This beast is the tallest kit GW has ever released standing at an impressive 9”, it even towers over the Tau Riptide and rivals the Ork Stompa. Aesthetically in my opinion this model is very nice, especially when armed with the Ghost Glaive and Shimmershield. So let’s take a closer look at this monster:

Type: Monstrous Creature

WS
BS
S
T
W
I
A
Ld
4
4
10
8
6
5
4
10

That’s a very impressive stat line right there especially with it’s incredible strength 10 and toughness 8 along with 6 wounds. This means most fire arms won’t be able to even wound the Wraithknight requiring weapons of strength 5 or more to even be allowed to roll to wound and at that, they are needing 6’s. Also in 6th edition monstrous creatures only need to have their toe in cover to claim that invaluable 5+.

Armaments:

Wraith Cannon’s x 2
I recently played a doubles game with this configuration and popped a Land Raider quite easily. This gives you two strength 10 shots at BS4 with an AP of 2. Also any roll of a 6 to wound causes instant death due to the distort rule. At base, this set up costs “just” 240pts and it WILL reliably kill armored targets. You pay the points to kill the enemy tanks and it will do it well but what happens when all the armor is destroyed? Well this is where I think investing in two shoulder-mounted Scatter Lasers might just come in handy.

In my recent game I destroyed the Land Raider and a Razorback, oh and managed to send Marneus Calgar into the warp but after all that there was very little to shoot at. I was shooting just two shot’s a turn so it felt like it was a little redundant, bit like shooting a high powered rifle at a swarm of rats. So my recommendation would be to take two Scatter Lasers along with the 2 Wraith Cannons bringing the points cost up to 280pts but making it much more flexible.

Suncannon & Shimmershield

Straight away im just gonna come out and say the Suncannon is awesome. It’s a 3 shot Strength 6 AP 2 small blast weapon with a decent range and is sure to melt infantry of all kinds in large numbers. Then there is also the Shimmershield which gives the Wraithknight that invaluable 5+ invulnerable save. So no more trying to touch cover, you can get that 5+ out in the open and in close combat. Then at least one Scatter Laser is a must have. That will allow you to reroll the scatter dice for the Suncannon shots making it super accurate. This is an absolute beast and will cause havoc with all armies you face. Just beware that everyone and their granny will be out to get it, but that’s what you want!

Ghostglaive & Shimmershield

Not as good as the other two set ups in my opinion but it certainly has its merits. Taking into account that the Wraithknight can jump 12” and then a potential 12” charge, that bring's its threat to a fantastic 24". Upon the charge the Wraithknight will also get a single Strength 10 Hammer of Wrath strike at initiative 10 so before the combat even starts you can take out that character in a 1v1. Then striking at initiative 5 with 5 attacks on the charge and at Strength 10, very little will survive. Just beware that if your Wraithknight gets charged by 30 Ork Boyz or Chaos Cultists or Plague Zombies that they will tar pit it for the rest of the game. Like all Eldar units it is still a precision tool and should be used for smashing vehicles or other monstrous creatures and small elite squads.

Overall the Wraithknight is an excellent addition to any Eldar army and will serve the player well. It isn’t a battering ram, but a destructive tool that in decent hands it will ruin your opponents day. Also enjoy the pictures in this article from various talented hobbyist's from around the globe.
Thanks for reading,

Johno




Monday, 15 July 2013

Eldar- Battle of the Battle Tanks



“Today we are crushed by the sheer weight of the mechanized forces hurled against us, but we can still look to the future in which even greater mechanized forces will bring us victory. Therein lies the destiny of the world” – Charles de Gaulle, WWII

Johno here, with a little look at the futuristic and sleek grav tanks of the enigmatic Eldar. Simply put, first there were three, now there are four…

At first it’s hard to ascertain what the best Eldar battle tank is. Four tanks (Falcon, Fire Prism, Wave Serpent, Nightspinner) all with the same armor values (12/12/10) and three residing in the Heavy Support section and one sitting comfortably in the Dedicated Transport section of our new Codex. But what is a Battle Tank?

Here is Wikipedia’s definition:
“A main battle tank (MBT), also known as battle tank or universal tank, is a tank that fills the heavy direct fire role of modern armies”

I don’t think this definition is any different for our favorite space elves. They use MBT’s just the same as the Imperium uses its lumbering behemoths, a universal direct fire role tank. However as much as this is true but with a slight twist, two of the Eldar tanks have transport capability (Falcon & Wave Serpent).
My interpretation of universal means, that the Fire Prism, Falcon and Wave Serpent can pretty much take on anything that gets in their way, be it armor or infantry and in some cases aerial targets. In these categories mentioned, I feel that not all three excel at.

Let’s take a quick look at the three tanks in more detail:

Falcon:
Heavy Support
Transport Capacity = 6
Type: Skimmer
Armor: 12 (front), 12 (sides), 10 (rear)
Stock armament: Pulse Laser, Shuriken Cannon, Shuriken Catapults

Upgrades:
Shuriken Cannon can be upgraded to Bright Lance, Scatter Laser, Star Cannon or Missile launcher. The Shuriken Catapults can be upgraded to a Shuriken Cannon.

Loadout:
If I were running a Falcon I would kit it out with the Pulse Laser and a Bright Lance and a Shuriken Cannon. That’s 3 Strength 8 shots at 48” range and 3 additional Strength 6 shots at 24” range. In this role I would place 6 dire avengers inside to hold backfield objectives and fire with my turret weapons at 48” range. Also don’t leave home without Holofields.

Fire Prism:
Heavy Support
Transport Capacity = 0
Type: Skimmer
Armor: 12 (front), 12 (sides), 10 (rear)
Stock armament: Prism Cannon, Shuriken Catapults

Upgrades:
The Shuriken Catapults can be upgraded to a Shuriken Cannon.

Loadout:
I always run my Fire Prism’s with Holofields as with all skimmer tanks, they can make their points back in no time. I don’t tend to bother upgrading the Shuriken Catapults to the Shuriken Cannon as I never plan on getting anywhere near 24” with my Fire Prisms. The Prism Cannon is one of the most deadly weapons in Eldar weaponry arsenal.

Wave Serpent:
Dedicated Transport
Transport Capacity = 12
Type: Skimmer
Armor: 12 (front), 12 (sides), 10 (rear)
Stock armament: Twin Linked Shuriken Cannon, Shuriken Catapults, Serpent Shield.

Upgrades:
The Shuriken Catapults can be upgraded to a Shuriken Cannon. The Twin Linked Shuriken Cannon’s can be upgraded to twin linked; Scatter Lasers, Bright Lances, Star Cannons, Missile Launchers.

Loadout:
Ideally you should be transporting a unit in your Wave Serpent so it’s going to be getting close to your enemy. The best loadout really depends on your role as you can go for anti-infantry/Flyer or anti-armor. In my opinion the best loadout has got to be the Twin Linked Scatter Laser turret and the upgraded chin weapon to the Shuriken Cannon. Also as per usual don’t leave home without Holofields.

So here is a brief look at the three tanks in question but let’s categorize how well they take on most targets utilizing the different options they have at their disposal. Please note this is just my own opinion and taken from my own knowledge and experiences.

Nightspinner:
Heavy Support
Transport Capacity = 0
Type: Skimmer
Armor: 12 (front), 12 (sides), 10 (rear)
Stock armament: Doomweaver, Shuriken Catapults

Upgrades:
The Shuriken Catapults can be upgraded to a Shuriken Cannon.

Loadout:
The Nightspinner is a great tank for taking on light armor but particularly infantry.To augment this, upgrade the catapults to a Shuriken Cannon and as per usual take Holofields. Strength 7 large blast with Monofiliment special rule followed by 3 Strength 6 Bladestorm shots is nothing to sneeze at. Dont forget all armoured targets are hit on side armor and at +1 Strength (8).

Grades:
1=Poor, 2=good, 3=excellent, 4=Superb


Infantry
Heavy Infantry
Light Armour
Heavy Armor
Aerial
Transport
Total Result (24)
Falcon
3
3
3
4
1
2
16
Fire Prism
4
3
3
4
1
1
16
Wave Serpent
4
4
4
2
3
4
21
Night Spinner
4
4
4
1
1
1
15

The above results show the Fire Prism, Wave Serpent, and Falcon compare very closely in most categories with the Nightspinner faring better in infantry areas. In the Heavy Armor category the Prism and Falcon seem to do better with their higher Strength weaponry options than the Wave Serpent. This is not to say the Wave Serpent can’t take out Heavy armor with its twin linked Bright Lance.

In the Infantry and Heavy Infantry all tanks did well. The Falcon would equip a Shuriken Cannon or Scatter
Laser or Starcannon along with the chin mounted Shuriken Cannon for this role. The Nightspinner in particular does well in the infantry area, able to ravage hordes of infantry under it's large template barrage Doomweaver. The Prism has its various templates, and the Wave Serpent has sheer volume of shots along with Bladestorm. But the two categories that I felt the Wave Serpent really outshone the other two was in the Transport category with a capacity of 12 models and also the capability to deal with aerial threats. With the Twin Linked Scatter Laser turret and Shuriken Cannon and Serpent Shield your Wave Serpent can put out 4 x Strength 6 shots, 3 x Twin Linked Strength 6 Shots and D6+1 Twin Linked Strength 7 Shots on an aerial target. I recently had success shooting down a Space Marine Storm Talon in this way.

So there you have it folks, the best Eldar Battle Tank is the Wave Serpent. It can reliably take on most targets you are likely to face on the tabletop and do it very well. The Fire Prism is still an excellent tank and will do well in most battles. The Falcon is an excellent anti armor tank with a decent transport capacity for some late game objective holding troops. It’s really a testament to how good our tanks are that all tanks do so well in nearly all categories. The Nightspinner will reliably crush enemy infantry. I feel we are very fortunate to have such good tanks and I foresee a real resurgence in mechanized Eldar armies.

I hope you enjoyed reading.

Johno


Friday, 12 July 2013

The Best Thing Since Sliced Bread - Gaming Clubs



Hi all, Johno here,
I would just like to discuss why joining a gaming club can enhance your hobby and bring your enthusiasm to a whole new level. Simple things like chatting with like minded individuals and discussing basic views on parts of the hobby are just some of the advantages to getting involved with your local club.
I would like to kick this off by giving a scenario that I think most of us have been in at one stage or another and where I think most of the gamers in the country are at currently. There are the gamers who haven’t yet discovered a vibrant and active community such as ours with players attending tournaments regularly and at their local clubs and participating online in various forums and blogs. For the few hundred players that we all know and that take part on online sites such as www.w-ired.org, I am convinced that there is at least twice or three times that amount of players who have started collecting a wargame and are completely oblivious to the Irish war gamming scene and on their own.
Obviously the Irish war gaming scene is relatively new in its current format that we see today. For instance when I played in 2nd edition WH40k back in the 90’s there were no clubs around where I was from. When I got back into the hobby about 5 or 6 years ago I did what a lot people did, I went online to GW and checked out their models and since then I have never looked back. For two years or so I collected by myself, not knowing anyone else in the hobby until one day I went online and discovered Drogheda Gamers had a forum. Through there I met Jan Karnowski who was also living close to me at the time. We played nearly every week against each other but we realized we needed more opponents because although they were always fun games, we needed fresh blood so to speak.
I discovered www-w-ired.org run by Nigel Kavanagh and promptly wrote a post on behalf of Jan and myself looking for local gamers to play and perhaps set up a club. Nigel got back to me informing me that NWG and Grumpy Old Gamers were also looking to merge and form a new club and heard that a new hobby shop (The Hobby Shack) were opening in Wicklow town. On September 1st 2011 5 of us met up and formed The Last Chancers gaming club over a very late pizza. Since then the Club has gone from strength to strength absolutely exploding in size and attracting players from miles around.
Since forming the club we have held painting day’s and competitions, ran painting tutorials and airbrush tutorials, hosted games days and held gaming nights every Thursday. Sure at the start there were Thursdays where sometimes on a rare occasion there were too few of us turning up every week to consistently get games in but we grinded it out and over time this has become a less and less an occurrence until it basically never happens anymore with up to 20 players or more playing one game or another on a Thursday evening.
What a club can offer is a group on enthusiastic gamers who all have similar interests to you and love sharing their ideas and talking and playing the hobby. Ever need advice about good or bad units or army lists? The lads will always jump hurdles in order to help you out. Members are always buying new armies and getting rid of old stuff. I can’t even begin to imagine how many bargains I have gotten from fellow TLC members over the years.
If you are really lucky like TLC is or some of the Dublin based clubs are, your club will obtain a base for gaming regularly. If you and your buddies are looking to start a new club in your area the first thing you need to do is secure a location to do your gaming week in week out. Without this it is very hard for your club to get off the ground. TLC was blessed to have The Hobby Shack’s support and indeed it was crucial to the clubs success to date.
If you are living in an area of the country where you think there isn’t any other gamers and you feel that enthusiasm for the hobby is slipping away, try dropping a post on www.w-ired.org and you never know what other players might be closer than you think…

I thought I would just leave you with some pics from Thursdays gaming in the club. Enjoy :)

Johno












 

Tuesday, 9 July 2013

The Power Of The Vyper



Johno here,

Those of you who have followed me either here or on www.w-ired.org or have played against my armies on the tabletop will know I love my Vypers. Even when we took the leap from 5th edition to 6th edition with introduction of hull points, I rarely played a game without my trusty Vypers. You hear alot all over the webtube how Vypers are useless and not worth the investment but I don't buy it at all.

Facts:
Base cost - 50 points
Ballistic Skill - 4
Weapons - twin linked Shuriken Catapults underneath and a Shuriken Cannon turret.
Armor - AV 10/10/10 (Open topped)
Type - Fast Skimmer

Options:

May exchange the Shuriken Cannon for one of the following; Bright Lance Scatter Laser Star Cannon
May exchange the twin linked Shuriken Catapult for a Shuriken Cannon
May take options from the vehicle equipment entry in Codex Eldar

Now how to load it out:

First things first, you will want to upgrade that 12" range Shuriken Catapult to the Shuriken Cannon for 10 Points. This immediately increases the Vypers firepower but almost as crucially, it's active range. With an armor value of 10 all way around, you don't want these getting anywhere near all those Boltors if at all possible. Then you need to decide if you want to upgrade the turret to a Bright Lance, Scatter Laser, Star Cannon or Missile Launcher.

Bright Lance

For 10 Points you can upgrade the Shuriken Cannon to the mighty Bright Lance. With a 48" Range and a Lance that's hitting on 3's now thanks to an upgraded BS4 in the new Codex this could plug a whole in much needed AT weapon systems. It has a Strength of 8 and is AP2 but for those unfamiliar with the Lance rule, anything above AV12 is counted as AV12. This means the Bright Lance will always glance on a 4 and penetrate on a 5 or 6 at the very worst. But back to the Vyper itself, would I equip my Vyper with a Bright Lance? The answer is simply no for two reasons. The first is that you have already upgraded the Shuriken Catapults to the Shuriken Cannon so by taking a Bright Lance you are equipping one anti-infantry weapon and one anti-tank weapon that don't compliment each other. That's a 70 point model that will never be firing to it's full potential each turn. The second reason is that there is so much better anti-tank option's in the heavy support section that it just seems like a waste of great anti-infantry potential for this unit. Therefore I cannot recommend the Bright Lance for the Vyper. The only way I see this working is if you don't upgrade the Catapults to the Cannon but for 10 Points it's hard to say no.

Scatter Laser

The next option is the fantastic Scatter Laser. The Scatter Laser has a long range of 36", and puts out 4 Strength 6 shots with an AP of 6. So it's not great at denying those armor saves but to be honest with the abundance of cover saves these days, I think the volume of high strength shot's mitigates against this. The best part about the Scatter Laser though is the new rule called Laser Lock. If one of your shots with a weapon that has this rule hit the target then all other weapons on the vehicle are twin linked. So the Scatter Laser is a 10 point upgrade for the Vyper which means you are paying 70 Points for a fast moving Vehicle that put's out 7 Strength 6 shots if you upgrade the Catapults and 3 of those 7 shots are twin linked and nearly always wounding models on a 2+ and any roll of a 6 to wound means it's counted as AP 2 thanks to the Bladestorm special rule. These can reliably strip other light vehicles and transports and can even have a decent chance of taking down flyers due to the volume of high strength shots. I highly recommend kitting out your Vyper's with a Scatter Laser Turret.



Star Cannon

The Star Cannon is third choice turret option and is a fairly decent gun. It is an Eldar version of a Plasma Gun with a 36" range and shooting two Strength 6 shots with an AP of 2, perfect for killing Terminators. I think this is a better option than the Bright Lance but compared to the stock Shuriken Cannon turret I dont think it is worth the point's investment for one less shot, and with the Bladestorm rule the Shuriken Cannon can get AP 2 shots too. It is far inferior to the Scatter Laser with only half the shots and lacks the Laser Lock special rule that makes the Scatter Laser so amazing.
Missile Launcher

The final option for the turret mounted weapon is the old reliable Missile Launcher. Like the regular Eldar Missile Launcher it fire's the Plasma (Strength 4 small blast) and Starshot missiles (Strength 8 AP3). Mounted on a Vyper you are paying 15 points for the privilage and bringing the cost of the skimmer to a expensive 75 points. I feel with the Missile Launcher it is a jack of all trades and master of none. The Bright Lance deals with armor better and the Scatter Laser and Shuriken Cannon deal with infantry better so I would refrain from taking the Missile Launcher.


Other Equipment worth taking

Just one other piece of equipment that you might want to consider is the Holo Field. The Holo field adds +1 to your cover save so a moving Vyper will get a 4+ Jink save and a 3+ when moving flat out. They are expensive however due to being 15 points each so I recommend you take one Vyper per squadron with a Holo field and place it a bit closer to the enemy with it's 4+ cover save since the other Vypers in the squadron with benefit hopefully from it's Holo Field.

So How To Run a Typical Squadron

Typical Vyper Squadron - 225pts

Vyper 1: Shuriken Cannon, Scatter Laser Turret, Holo Field
Vyper 2: Shuriken Cannon, Scatter Laser Turret
Vyper 3: Shuriken Cannon, Scatter Laser Turret

Thats 21 Strength 6 Shots, 9 of which can be potentially AP2 and 9 of which can be twin linked. Nice!

How to play them

Always keep your Vypers at arms length because the internet is right about this one, they are fragile. Focus on infantry and particularly heavy infantry and monstrous creatures. So move 12" keeping the Vyper with the Holo Field's an inch closer towards the enemy and shoot those Scatter Lasers first so your Shuriken Cannon can benfit from the Laser Lock special rule. Alot of opponents haven't played against Vypers before since most Eldar players don't field them and this can work to your advantage giving them a nasty surprise. When it comes to your second turn keep near your maximum range for the Shuriken Cannon which is 24" so fly backwards if you have to. If you are taking a few squadrons and both squadrons are focusing on one unit then have one of your Vyper squadrons move a bit closer so that it is still in range of those Terminators once the first squadron has finished shooting them. If you can, always try and keep them 25% partially behind a wall to get better cover saves with the Holo Fields.
I hope you enjoyed this article and convinced you to take some Vypers of your own. And lets be honest, the model still rocks after all these years.

Thanks for reading,

Johno.