Food For Thought: ETC Pairings Theory on Hive Fleet Hyenna


Pairings at team events like the ETC is a whole sub-game in itself and something that captains and players can spend a great deal of time and effort on. I'm not sure how other events work, but at the ETC each country's lists are published before the event, which allows teams to run the numbers and consider possible match-ups.

Erle over at Hive Fleet Hyenna has put together an interesting series of posts going into his theories as Team Belarus' Captain. If you're interested in this sort of thing or perhaps looking to spy on an opposing team, I recommend taking a look!

If this all seems like far too much effort, there's always Team Iceland vs Team Belgium's highly tactical method... Enjoy!

List-Fu: Space Wolves and Imperial Guard for 40kGT Heat 2

Do I need this?

So I've been analysing my games at Brighton and thinking more about the list. There is one particular unit that on further reflection I don't think I've betting the most out of – the plasma Company Command Squad (CCS) in the chimera. This unit fills the compulsory HQ slot, provides mobile high strength, low AP shooting and orders. The multi-laser and heavy flamer are really a bonus and the chimera adds to the light mech saturation.

What I've found is that I tend to use the CCS in a backfield role, keeping within 12” of my heavy quad launchers (aka thudd guns), usually giving them the Fire On My Target order and forcing successful cover saves to be re-rolled for the target enemy unit. I also like the option to try a Bring It Down for re-rolls to hit with the thudds if an MC or vehicle is sitting in the middle of a bunch of infantry when the rune priest is off using Perfect Timing elsewhere.

CCS (centre) between thudds (left) and where the fight will be (forward right)

However, I think that the unit is a bit conflicted in where it wants to be. With orders I want to hold back, but the plasmas and a transport mean that I want to push forward to get into rapid fire range. I don't think I'm really getting the most out of the unit in every game so I've started to think if there is a better way to spend the 100pts from the plasmas and chimera.

Hiding from Tau

So what do I need to add to the list?

Reviewing my games leading up to and at the tournament, I've noticed that in certain match-ups I want to be extremely defensive, at least for the first couple of turns before setting up late game objective grabs. For example, in my game against Sharon's extreme shooting Farsight Tau with Tau allies and my fourth game against Steve's Forge World Sisters and Imperial Guard I wanted to stay out of sight to minimise early casualties. In the face of an enemy that I know can out-shoot me I don't see this as a bad thing to do (especially if they get first turn), but I want to be able to do more damage whilst conserving my mobility and scoring units.

Tau castle sans bubblewrap

I also want to be able to punish anybody castling against me. In my last game at Brighton against Jeff's Tau, he deployed his vehicles in the extreme far corner behind a ruin and wisely kept all his squishy foot targets in reserve to avoid my thudds. I'd like to be able to threaten this sort of enemy deployment with a high strength pie-plate to force the decision between clumping to make the most of cover or spreading out to minimise blast casualties. I can already do this vs infantry with the horrendously efficient thudds, but I'd like to do the same against vehicles and multi-wound targets with T4 or below.

The answer is of course long range barrage, and I've started to dream of a second allied heavy support slot to allow me to take a manticore. This is not exactly breaking new ground, but with prescience these can be devastating. I suppose I could force myself to spend 50pts on the third thudd gun instead. Oh, well...

FW - Converting these guys for the Commander and MoO

But wait! Perhaps there is another way outside of the IG heavy support slot? Two options spring to mind – Marbo and the Master of Ordinance (MoO). I could fit in either with a bit of tweaking, and both provide a high strength, ordinance and barrage-like effect. I have considered the Pskyer Battle Squad (PBS), but I'm not sure that I want to rely on Ld9 psychic powers and deny the witch attempts on top of scatter and cover rolls.

Scratch-built las-sabres - not perfect but ok for now

So Marbo or the MoO+something else? I've said before that I'd like to add lascannon sabres at 1750 points and above for better punch vs AV13 at range. I could 'upgrade' a couple of hyperios for 30pts extra. I think this is a better deal than Marbo thanks to orders effecting the sabres and more turns shooting with the MoO (even if significantly less accurate), so I'll go with this and drop a couple of flamers from the Platoon Command Squad to cover the shortfall (still leaves them with two).

This leaves me with:

1650pts Space Wolves and Imperial Guard 40kUK GT Heat 2 List

Rune Priest, Jaws, Living Lightning
(IG) Company Command Squad, Master of Ordinance

4x 5 Grey Hunters, Razorback (Heavy Bolter), plasma gun
2x 5 Grey Hunters, Razorback (Heavy Bolter), melta gun
(IG) Platoon;
Platoon Command Squad, 2x flamer
2x Infantry Squad
2x 1 Sabre Defence Platform, lascannon, searchlight (IA Aeronautica)

3x 2 Hyperios Missile Launchers (IA Aeronautica)
(IG) Vendetta [130pts]

(IG) Heavy Quad Launcher Battery (3 guns with 9 crew) (IA 2 2nd Ed)

1650pts

So I've lost three plasma guns, a chimera, a couple of hyperios and a couple of flamers, but gained 4 more S5 AP5 barrage blasts, two scoring las-sabres and an unpredictable S9 AP3 ordinance barrage large blast. This gives me more threat and punch at range, while hiding if required, and judging on how I'm playing the lists, I think I'll get more use out of this than what I've lost.

I've moved the Hyperios back to Fast Attack, as the GT have ruled that as the IA Aeronautica and IA12 units have different names, they are actually different units and one does not replace the other. This is excellent news, and I can definitely see the logic (especially when it helps me out!).

Another one of these then! Note this was not an in-game shot...

I was going to wait until the new Space Marine codex dropped, but from the rumours (which pretty much turned out to be correct!) I couldn't spot anything that made me want to swap the puppies out for marines just yet (although Tigerius and the initial Tactical doctrine every turn got very close...). I've had a couple of games with the revised list (managed a win vs a serpent spam list in relic and a win vs an Iron Hand drop pod army with 4 ironclad dreads in a 3 objective Crusade) and it already seems better suited to how I want to play the army, so I'm happy so far. The heat is only three weeks away now, so we'll see if this list is up to scratch soon enough...

Any thoughts or comments welcome!

Food For Thought: Playing and Beating Bike Armies

Bear on CMON

With White Scar biker armies heralded as the next big thing, I thought I'd compile a few links covering playing with and against biker armies. As I'm expecting that there may be a few at the upcoming 40kGT, I'm very interested in knowing how to beat them too!

I'm also expecting a few players to avoid bringing MCs to the tournament thanks to how many grav guns might be kicking about, and if they happen to have a chaos army too, I wouldn't be surprised if they decide that the good old helldrakes need to get some fresh air.

So with that in mind, I thought these articles might be interesting to anyone playing with or against bikers (White Scars, Ravenwing or otherwise):

Ravenwing basics and tactics on Skuzzlebumm's Skuzzlebutt. Plenty of battle reports there too, including ETC games.

Discussion on counters to White Scars (and some counter-counters!) on 40k War Zone.

Some initial list ideas on the White Scars blog and Sons of Sanguinius. Sure they are plenty of others popping up too.

If you've got any ideas or suggestions for links please feel free to post them in the comments!

Food For Thought: Critical Mass on Craftworld Lansing

Craftworld Lansing

There is a brilliant discussion going on at Craftworld Lansing at the moment looking at defining critical mass in relation to list building. This relates heavily to a lot of what I'm trying to get to in my CONCEPTS: posts, including redundancy achieved though threat and target saturation with a little bit of duality thrown in for good measure. If this is your kind of thing, check it out and join in!

New Codex Space Marines released

Games Workshop

It has finally arrived! The new Codex Space Marines has been released and if you're interested in a peek, had over to Natfka's Faeit 212 for a good first impressions video. This focuses mainly on general content and artwork, which I have to say is looking fantastic. I think the chapter title page artwork is particularly cool, and the centurion image looks a lot better than the models!

I'm looking forward to the next few days as we get everyone's first impressions of the new rules. Assuming that the majority of the recent rumours are accurate, things that initially grab my interest are Tigerius, barrage thunderfire canons and Raven Guard massed scouting in dedicated transports. White Scars bike builds may turn out to be popular, but with the prevalence of high strength ignores cover weaponry around we'll have to wait and see on this one. As a MSU mech player, I'm not keen on the marine trend of increasing the base cost of a razorback! Doesn't bode well for my Wolves! More thoughts to come once I've had a good look at the codex.

Interestingly, there is no release day FAQ (yet), but any codex with servo arms gets a minor update. Convenient link for you here!

EDIT: The Voice has put together a very handy first impressions post over on Sons of Sanguinius here.

NOVA 2013 Results



Congrats to Justin Cook for powering his way through a tough field with 8 straight wins to take first place at this year's NOVA Open. Also to UK player Alex Harrison (aka Killswitch) for taking a very respectable second place. The prestigious Invitational was won by The Back 40k's Aaron Aleong (aka Spaguatyrine).

For more results and stats check out Torrent of Fire!

CONCEPTS: Spam


Hmmm... Spam...

Threat saturation, redundancy, target overload, cookie cutter, copy and paste – aka spam.

From what I've read around the mighty internet over the past few years, the use of the term of spam can differ from place to place. Extreme examples are easy to spot, but is seems particularly tricky to identify the line at which spam occurs (I never thought I'd write a sentence like that with a serious face...). What seems to be limited though is an explicit detailed discussion of whether spam is useful or not (any suggestions welcome!).
 
This CONCEPTS: article discusses the definition of spam, and then looks at the benefits and drawbacks of the most famous of all gaming foods (ok, maybe cheese should win this title).
 
DEFINITION
As alluded to above, pinning down an exact definition of spam is potentially a contentious subject. For the purposes of this post I will use the following:
 
Spam – Taking an identical unit in multiples over and above what is commonly considered acceptable in casual games.
 
That's about as good as definition as I can get to. The real problem is not so much in defining the concept, but rather agreeing what counts as spam as this is appears to be highly subjective (as highlighted by Mercer's discussion on Imerius Dominatus here). Let's go into this in a little more detail to show you what I mean.

Units 
Easy ones first. Filling all available slots with the largest possible number of identical models automatically qualifies as spam. For example, taking three units of three broadsides (the maximum allowed per unit) with the same load out is definitely generally accepted as spam. On the other hand one unit, even with identical options on each model, is not spam. I don't think many would argue against this as a commonly accepted starting point. Now for the large grey area in the middle.
 
Two identical units is borderline in some people's opinion (personally I'd say two is definitely not spam), but what about two identical units and a third unit with a different load out? What about three units of largely similar but slightly different equipment? Or even better, three units with just one model, but all with the same equipment? In the broadside example, I think many would class three units of a single broadside as spam, but the exact same number in one unit would be fine. Good huh?

Weapons 
Then we have the repetition of similar weapons across different types of units. If taking 12 missiles in 3 squads of long fangs is spam, what about spreading the same number of missiles around more units? Does taking 2 units of long fangs with 2 missiles each (plus other different weapons), a couple of landspeeder typhoons (which have missiles) and a couple of cyclone missile launcher wolf guard still count? I'd guess that the latter wouldn't instantly trigger cries of spam, but it has the same number of missiles!

So given the above, I'm leaning towards the use of the term spam in relation to a combination of weapon types, rather than by unit type. So missile spam Space Wolves are in, but long fang spam is out because isn't precise enough. If a unit has only one common load out (with minor variations), then I would say using 'unit' spam ok as it is easily understandable, e.g. wave serpent spam.

Troops
So that's considering units and weapons typically the 0-3 FOC slots, but what about multiple troops choices? Would a Necron army with 4 units of 10 warriors trigger 'warrior spam'? Or maybe an army full of tactical marines should be considered 'bolter spam'? I would say no for the former but a technical yes for the latter. What about chess and it's terrible burden of 'pawn spam' (Google search this at your own risk!)?

I thought that the idea was that troops make up the majority of an armies fighting resources, and even though specialised or elite forces exist in the fluff, people seem to get offended when gamers take a large number of very common units for that army, especially when this includes multiple dedicated transports like razorbacks, venoms or night scythes.

Relative 
So as you can see, pinning down an exact definition of spam that everyone can agree on isn't easy. Personally, I'd suggest that spam is relative to the number of slots available and that troops and dedicated transports have a higher threshold before gaining spam status. So for 40k, I'd say that outside of troops 3 identical or very similar units qualifies as spam but anything lower isn't. For troops I'd say at least 5 units, with similar amount for dedicated transports.
 
The ultimate gaming food!
 
PROS
What's I've completely avoided in the definition is the question of whether it's beneficial to spam anything in the first place.

Redundancy
The primary benefit is of course redundancy, in terms of threats (offensive redundancy) or targets (defensive redundancy). I think a balanced competitive list will use the right amount of both offensive redundancy using multiple threat vectors and defensive redundancy through a focus on one aspect (e.g. light or heavy mech, infantry). I also prefer my threats to be diffused throughout the army rather than in discrete targetable units, but ideally have enough of a threat range (via weapons and mobility) to be able to concentrate on one area if I need to. This is easier said than done though!

Efficiency
If it's good and cheap, why not take lots? (see Cons below!)

Aesthetics/Theme
Some people like to take lots of something because they think it looks cool or is fluffy. Noteable examples include Deathwing and Ravenwing, but there are many more. Others might like to play a certain style afforded by spamming one aspect. When I was playing 40k at school in 2nd/3rd I always loved the idea of a mechanised space marine army because I really liked the idea of an independent strike force speeding around attacking the enemy. I didn't ever get this far but when I started playing again in 5th, vehicles had suddenly become usable and were actually really good so I was very happy! I think Mech still has a place in 6th, so I get to play with a style of army that I like in a competitive setting.
 
False economy
It's easy to spam something that really isn't that good! Imagine taking an army full of flamers and virtually nothing else. Even if they were massively discounted, they have limited range and are only really effective against certain targets. This example would be so severely hampered against most other armies that this would not be a good choice of weapon to spam. Mid-strength weapons with a decent range are a much better choice, as they can effect light vehicles and MCs, but usually come in enough numbers to have some use against infantry too. However...


TigerofMyth on DeviantArt

Too many spoons
Spam can limit your capacity to deal with a number of target types. Spamming strength 7 with good range may be a strong choice, but if it's all AP4 or worse your army will find AV13 or massed 2+ saves a challenge. Repetition can come at the cost of operational flexibility.

Predicable
Opponents won't have much difficulty working out your battle plan and can plan to play around your spam, potentially turning your strength into a weakness. For example, going first with an effective threat range of 36" will prompt most enemy generals to deploy out of range, wasting a whole turn of your shooting. Loads of static shooting units can be out-maneuvered by using cover or line of sight blocking terrain to limit your effectiveness and mobility to tackle sections of your army at a time. Being predictable isn't usually a benefit!

Opportunity Cost
If you're filling your slots and spending a large proportion of your points on the same thing, naturally there won't be the points or space to cover other important functions or tools. The basics still need to be covered if you're aiming for a balanced list.

Repetitive Gameplay and/or Aesthetics
This is the other side of the coin to aesthetics/theme. Whilst some people may love to model, paint and play a certain way, this could be torture for others. Not everyone is as motivated to spam a unit by the time they get to their 8th razorback or 100th kroot. Also, playing against the same style of army over and over can be a bit dull for opponents!
 
 
Irene Koehler on AlmostSavvy
 
COMP
Composition scoring (aka comp) deserves a special mention here. Not to repeat myself as I've already covered this in some depth, comp typically seeks to restrict spam, as some TOs see as spoiling the fun in the game (and of course everyone agrees with the TO's version of fun, right?).

If the most efficient choice is, say, 4 fliers but the comp limits the choice to 3, I'd suggest that there's a good chance there will be a lot of armies with 3 fliers. Players will just push to the limit of what's allowed. Added to this, some armies are better placed to get around traditional comp and still spam certain effective elements thanks to a better range of choices to select from.

I think that comp aiming to restrict spam just changes the strongest builds available, and I've yet to see it restrict all players equally due to the differences between armies.
 
 
 

EAT MY S***

 
 
 
SPAM - A FOUR LETTER WORD
I don't mind the term spam when it's used accurately, and see it as more of a description than an insult. However, I've seen or heard it used so many times as a derogatory term by players who don't like repetition, often under the guise of fluff, sportsmanship, or maybe their own made up version of the rules. I would like to respectfully point out three things.

1) Many armies, in both real life and in the gaming universe, take an efficient unit or weapon and use it in multiples because they think it gives them the best possible chance of winning the battle. Fluffy and competitive, no?

2) Using spam as an insult is deeply unfair on themed armies, as they often seek to repeat an aspect as the driving narrative behind their army (e.g. Deathwing = terminator spam, any mech army, you get the idea...).
 
3) Spam is entirely legal and supported by the rules. GW, or whoever wrote the game, have specifically stated how much of a certain unit an army can contain. GW in particular are well known for their aversion to competitive gaming in preference of forging a narrative (selling models is apparently mutually exclusive from good tight rules and random is supposedly fun too...), and could very easily have further restricted the available options. 

If players wish to introduce house rules or comp to control spam, that's completely ok and their choice, but this is not standard gameplay and everyone else should not be expected to play a different version of the game to suit another's preferences by default. As I've mentioned before, I politely suggest finding like-minded gamers and enjoying the type of game you prefer, rather than trying to impose your own expectations on others (this applies to both casual and competitive games alike!).


WikiHow

CONCLUSION
Spam can be effective when units/weapons are taken that provide offensive redundancy and/or target saturation whilst being points efficient and still covering all the required tools/battlefield roles. However, spam can also be limiting by reducing an armies capacity to deal with a wide range of threats and by being predictable.

I don't have a problem with spam, either on competitive or fluff grounds, but I understand that not everybody feels the same. However, there can be a lot of factors to consider when choosing what to spam, taking into account the pros and cons discussed above.

Now I need to go and have a snack...


Further Reading
What is Spam? on Imperius Dominatus
Ideas For Army List Restrictions at Blog Wars 6 on From the Fang
CONCEPTS: Redundancy and Reliability
CONCEPTS: Comp