Showing posts with label Un-phasable. Show all posts
Showing posts with label Un-phasable. Show all posts

Tuesday, November 10, 2009

White Scars: Building a Successful Army List


Master of the Forge in full servo-harness riding a bike

Un-Phasable here,

White Scars are an entertaining army for many reasons the most important being they are challenging. Given the relatively low model count in your army, you must be cunning when you command them. Since they will almost always be outnumbered, any mistakes made will be amplified and occasionally may cost you the game. That being said, they are certainly a competitive army and success is very rewarding and never out of reach.

One of the most important concepts to remember with the White Scars is your model count. If you build a 1500 point list and only have 15 models you have a problem. You would only be making victory easier for your opponent. You want to have models to wage war with. Don't get me wrong, it is certainly possible to pull off a victory with very few expensive models rather than more numerous not as expensive models. Just keep in mind your army will not be as balanced or as effective the fewer models you include. Now when I talk about model count I'm referring to models that can move and shoot. This includes bikes of course, but also includes transports (not Drop Pods), Dreadnoughts, and the models inside transports, non-transport vehicles, or any other models on foot (even though I don't take models on foot). Typically I will hold a higher priority for models that are also capable of assault since that makes them more versatile.

I include transports for two main reasons; they act almost as moving terrain that I control, and can block line of sight and provide cover to my precious bikes while simultaneously providing protection for the troops inside. Transports are important for the White Scars since you want everything to be capable of moving at the same speed; i.e. at least 12 inches a turn. White Scars are meant to be fast, Dreadnoughts are the only exception to this rule. That is why whenever I include them in a list they receive a Drop Pod, this way they are where you need them early in the game, in fact often before the bikes even arrive. Since I play White Scars with the traditional approach I never take models on foot unless they are given a transport (even Devastator Squads), everything must be mounted. When playing this way, you will always be more mobile than your foe. This will make it easier to pick your favorable battles, and seize objectives when the time is right.

Why is the model count so Important: Well, the short answer is the more you have to work with, the more possibilities you have on the battlefield. You do not want to make victory easier for your opponent by making yourself severely outnumbered. I will always count the number of models in a list before I consider trying it. If it meets my expectations I add it to the large folder of army list possibilities I have for my White Scars. I try not to play the same list twice in a row, because as you all know the Space Marines have tons of options. This helps to keep my opponent guessing, and also makes each game exciting. It's fun to have 50+ "take all comers" lists ready at any given time, although it may be a little bit excessive.

A good rule of thumb I have come up with: When I make an army list for White Scars I will typically expect approximately 30 models for 1500 points give or take a few. For 1750 points I would expect about 35-40 models. It is certainly satisfactory to have more than my guidelines suggest would be appropriate, however a red flag should go up if you have significantly less then expected with this guideline. For every high cost single model unit you include, such as a Dreadnought or Predator, you will likely need to balance it out with a less expensive per model unit such as a Tactical Squad. This will help to provide balance in your force and also help to ensure you will not be too outnumbered that you cannot overcome it. Don't get me wrong, this is not an exact science, it is merely a guideline. But remember even when I play nothing but bikes with my Scars I still have 32 models at 1500 points. The fewer high points cost models you include, the more bikes you can fit into the army.

As always feel free to comment or ask questions.

Saturday, October 10, 2009

Necron Tactics

Un-Phasable here,

Necrons are an army fit to wage war against any opponent. They are easy to play once you have learned the things you must do to keep them alive. I have been playing Necrons since they were first created way back in Chapter Approved, and continue to do well with them now. This is the first installment of many about succeeding with Necrons.


First of all you must remember to give the Necron Lord a Resurrection Orb -this may seem obvious to any Necron player- but it has to be said. I also recommend replacing the staff of light with a warscythe. At 10 points the warscythe is a bargain considering it is the most deadly close combat weapon in the game.

Necrons function as a network. You want to keep every unit of warriors within 6 inches of any other unit of warriors, the same goes for immortals, wraiths, etc. The best way to achieve this is to deploy and move as blocks. It is important to keep each individual model as close to the full 2 inches away from each other squad member as allowed by the coherency rules, as well as each unit at the maximum 6 inches from any other unit. This is mainly to avoid being devastated by template weapons. The Necron Lord should always begin the game attached to whichever unit in your army has the highest overall toughness, and he should never be left alone or away from the body of your force. With that being said I will show you a sample 1500 point army list I have been successful with for years.



HQ

Necron Lord (100) Destroyer Body (30) Resurrection Orb (40) Phase Shifter (30) Warscythe (10) 210

Elites

10 Immortals 280

10 Immortals 280

Troops

10 Warriors 180

10 Warriors 180

Fast Attack

3 Wraiths 123

3 Wraiths 123

3 Wraiths 123

1499 Points



When playing this army, I will usually begin the game with the Necron Lord attached to a unit of Wraiths. The only time this changes is when I am faced with an army that severely out numbers me with close combat oriented units (i.e. Orks, and MOST Tyranids), then the Lord begins attached to a unit of Immortals. Barring those circumstances, the Lord together with his unit of Wraiths along with the other two units of Wraiths begin by turbo-boosting up the board on my first turn. They move as a block directly past terrain maintaining the important rules about unit spacing I mentioned earlier. It is also important to be sure not to get too close as to get assaulted, you always want to initiate the assault if possible. This "block" of wraiths is not only deadly but also very difficult to kill. In my opinion Wraiths are probably the best overall close combat unit in the game, undoubtably the best in the Necron Army.
The best things to charge are your opponents HQ units, and/or the unit in their army with the most power weapons. If playing an army with lots of vehicles, consider taking a unit of wraiths at each vehicle after dealing with their assault oriented units (remember to keep them close enough to each other to allow 'we'll be back rolls'). I have destroyed 4 vehicles on turn two using this strategy. If they have few vehicles in their army use the Wraiths to concentrate on the assault troops/HQ, and the Immortals to deal with vehicles.
After eliminating close combat specialists, it is also a good idea to go after heavy weapons squads. You would be surprised how deadly this tactic is, time and time again I obliterate most of the opposing army with just the Wraiths and the Lord. Your goal is to get all three units of Wraiths with the lord into an assault together. You will be able to swiftly eliminate your first target, then move on to the next as a group. The Wraiths are the key to this army so it is a good idea not to expose them to too much fire. You also do not want to be too outnumbered in an assault, since their sheer number of attacks can only go so far. However they will strike first most of the time so keep that into consideration.

The Immortals and Warriors simply do what Necrons do best, march up the board, while staying close enough to other units of the same type. This army's firepower increases greatly when the rest of the army gets into range. Use the warriors to claim objectives when they exist, however you must be careful to keep them out of early assaults. The immortals are very tough and their firepower is also very deadly S5 AP4 Assault 2 (24 inch range). You do not need to worry about your Immortals dying as they are not easy to shoot down, and the only weapons that don't allow we'll be back rolls are Strength 10 (they are still allowed to get up from AP1 and AP2) but try not to let them get assaulted with power weapons.

If you use this strategy it will serve you well with this Necron list and others. I will be posting other articles with more tactics for other units in the Necron Army soon.