Wednesday, October 9, 2013

Vengeance!

Fully painted turrets
Legion Basilisk? Hunter?


Thunderfire Cannons?

Why if you think CSM are bad, you lack imagination.



I am so tired of every bodies whining about how "bad" CSM are and how it is a "terrible codex." I just won a tournament using only CSM and no Heldrakes. So they obviously can't be terrible.

I'm writing to tell you why CSM are good. Very good. As well as the options you can get that can face anything. I've noticed most people who claim CSM are bad tend to think very narrowly and focus on the few specific instances of things that are considered bad or think that it is just "Codex: Generic Chaos Legion". These are the most vocal across the internet. No surprise there. So I am going to provide examples of synergy and the bigger picture.

It isn't just about how these units act alone, no unit can survive a whole army alone. People also tend to provide examples of units that counter them which in their eyes automatically make them "bad". If this same logic is applied to every unit then every unit in this game is bad.  Or similarly people like to say "Well I'll just use this to counter it lol." That is meta-gaming list-tailoring and an invalid argument.

This codex is about synergy. It won't hold your hand by giving you a nothing but good stand alone units. It will however let you exploit things like Marked Lords for taking excellent Elites as Troops.

Make your opponent have to choose between two bad decisions for them. If your opponent has an amazing list with great target priority and sweeps not just you but everyone else then it is because they are better than you, plain and simple. I am addressing, and hoping to eliminate, the over-abundance of linear/narrow thinking. Now, if you are looking for a dedicated tactica, this is not a dedicated tactica of the whole codex or for new Chaos players(though if you do have any questions feel free to ask and don't be put off by some of the things I say. This is not addressed to people new to CSM, its for people who know what it does but get stuck in preplanned scenarios, use units for reasons other than their intended purpose and the like while trying to be competitive.). This codex isn't perfect and not every unit is tournament viable, but that doesn't change the fact that over all it is Tier 1, even without Heldrakes.

Yeah, I said it.  

Tier 1 without Heldrakes.


Monday, September 30, 2013

Raven Guard Hombebrew Supplement Draft



Heres a little something I have been playing around with...

Raven Guard Homebrew Supplement v1.5

Lightning Strike: Models with this rule may run and assault in the same turn.

Attack, Withdraw, Attack again: Models with this rule and their unit have Hit and Run and Furious Charge.

Mandatory Scout Squad per 1,000 points.

No Land Landraiders, Vindicators, Whirlwind, Iron Clad or Predators
2 Heavy Support slot per FOC

Warlord Traits:

1.               See But Remain Unseen: The Warlord has Shrouded
2.               We Walk with Shadows: Your Warlord and his unit may re-roll cover saves.
3.               Be other than where the enemy believes you to be: 1d3 units may redeploy, can go in and out of reserves, redeploy infiltrators etc.
4.               Be where your enemy desires you not to be: Secretly choose a game turn(1-5) and write it down. The Warlord and his unit may deepstrike that turn from reserves automatically(Do not roll reserves for them during any turn)
5.               The Shadow that Kills: The Warlord and his unit may assault turn 1 even if they infiltrated/scout moved and any turn they come in from reserves.
6.               Vengeance: Your Warlord and every friendly unit from the Raven Guard have within 12” have Preferred Enemy (Chaos Space Marines) and Zealot.

Kiavahr Reflex Shield: Vehicles equipped with Kiavahr Reflex Shield technology cannot be the target of interceptor fire, enemy fire or any other out of phase and/or turn shooting attacks during your turn. In Active mode the vehicle has Stealth and Shrouded but cannot fire and passengers may not disembark until the shield is deactivated. You may deactivate the shields at any time during the movement or shooting phase. The shields cannot reactivate until your next turn.