Sunday, 15 January 2017

Cancon Lists are up! Woot!

Cancon Army List Breakdown 2017

Truly one of my favouite parts of leading up to any comp is seeing what everyone else is bringing. So often I'll have written a list and think to myself this is the best list I've ever written only to see what others came up with and realise I have no damn clue.. This year's Cancon sees another large field of players (just under 30 at last count) and a solid variety of lists, checkout the original post here: The Armies Have Marshalled but the summary goes:   This year, we will see five Eldar (1 Saim-Hann, 2 Iyanden and 2 Biel-Tan), three Ork (3 Gargant Bigmob), two Chaos (1 Vraksian Renegade and 1 Black Legion), two Tau (2 Vior’la), one Tyranid (1 Hive Onachus), seven Imperial Guard (2 Minervan, 4 Steel Legion, 1 Cadian), one Adeptus Mechanicus Titan Legion and six Space Marine (4 Codex Astartes, 2 Space Wolves)

I'm going to go one step further this time and group all the lists into 3 categories, I'll attempt to pick the winner, have a category for "podium potential" and a category for everyone else. Just bear in mind its all done for a bit of fun and to build the hype for such an awesome event so if you don't end up where you thought you would don't take it to heart! Also bear in mind that I don't expect my predictions to be too accurate, in my mind a tournament results is made up like this 40% Player skill, 40% List design, 20% Luck. For anyone who doesn't agree with the luck component bear in mind last year's game between the 2015 1st and 2nd place getters where the 2015 winner lost a marine lander and a space wolf great company to a lucky crit in the first turn... 

Pick for the winner 2017





Player 5 - Biel-Tan Craftworld

Avatar [0pts]
Aspect Warrior Warhost c/w 8 Shining Spear, +Exarch, +Autarch [400pts]
Aspect Warrior Warhost c/w 8 Shining Spear, +Exarch, +Exarch [350pts]
Guardian Warhost c/w 5 Guardians, 1 Farseer, 2 Hvy Wpn Platform [150pts]
Guardian Warhost c/w 5 Guardians, 1 Farseer, 2 Hvy Wpn Platform [150pts]
Ranger Troupe c/w 4 Rangers, +1 Ranger [125pts]
Ranger Troupe c/w 4 Rangers [100pts]
Swords of Vaul c/w 3 Falcon, 2 Firestorm [250pts]
Swords of Vaul c/w 3 Falcon, 2 Firestorm [250pts]
Night Spinner Troupe c/w 3 Night Spinners [175pts]
Engine of Vaul c/w 1 Scorpion [250pts]
Engine of Vaul c/w 1 Scorpion [250pts]
Engine of Vaul c/w 1 Void Spinner [275pts]
Engine of Vaul c/w 1 Void Spinner [275pts]

My pick for the clear winner this year. Eldar are easily the most powerful list available now and this list is taking every gram of power it can from that list. I mean what other list can take 3 lots of disrupt artillery, double scouts to keep it safe, double macro sniping war engines and the fastest engage troops that exist, their double inspiring and skimmer options will make terminators cry and a combined engagement from spears and an avatar would easily break a Warlord titan so long as it copped blast markers first. All of this in addition to the wonders of 14 activations and strat 4 giving a pretty reliable last first setup which can be so devastating. Combined with the triple retain, hit and run rules and all the other BS that elder get for free this list is a clear winner if used properly. 


Podium Contenders
Honestly I don't think any of these lists have the capacity to take out the Eldar, most of us know the quality of the player driving it which really doesn't leave much to chance. I think matchup is always a question too but I reckon even against the lists I rate as a podium chance its more a question of how badly they will lose rather than if they will win. That said with the new Cancon scoring system mirroring the CA one you will need to do well every game to take it down, just sneaking in small wins won't do the job. Remember that at CA this year my Ferals needed to win the final game by at least 4-0 in order to guarantee that I take the crown away from Kendall even though I had beaten him in the previous game. Margin of victory makes for an interesting level of challenge all the way through. 



Player 2 - Biel-Tan Craftworld

Avatar [0pts]
Guardian Warhost c/w 6 Guardians, 1 Farseer, 1 Hvy Wpn Platform and 4 Wave Serpents [350pts]
Guardian Warhost c/w 6 Guardians, 1 Farseer, 1 Hvy Wpn Platform and 4 Wave Serpents [350pts]
Aspect Warrior Warhost c/w 8 Shining Spears, +Exarch, +Autarch [400pts]
Rangers Troupe c/w 4 Rangers [100pts]
Swords of Vaul c/w 3 Falcons, 2 Firestorms [250pts]
Swords of Vaul c/w 3 Falcons, 2 Firestorms [250pts]
Swords of Vaul c/w 3 Falcons, 2 Firestorms [250pts]
Engine of Vaul c/w 1 Scorpion [250pts]
Engine of Vaul c/w 1 Scorpion [250pts]
Engine of Vaul c/w 1 Void Spinner [275pts]
Engine of Vaul c/w 1 Void Spinner [275pts]


Someone knows how to netlist I see, though like all forgeries its close but not quite the original. About 80% of this list is straight from Mick Fair’s 2nd Place Eldar at last year’s Cancon and it has most of the same strengths, double artillery, double macro snipers, triple AA support and that glorious shining spear unit with double inspiring. I’d expect a similar sort of play style, lots of hiding and using hit and run shots and arty to soften opponents up until turn 3 when it will all hit the fan with fast units coming out of everywhere to grab objectives. Only weakness in this list to me is the wave serpents, which are included at the cost of the extra activations. Easily a contender though for the podium, lets see if the player behind it can play it as well as the original. 

Player 4 - Iyanden Craftworld (4.2) 

Avatar [0pts]
Wraith Gate [50pts]
Spirit Wraith Guard Warhost c/w 4 Wraithguard, +Wraithseer [375pts]
Spirit Wraith Guard Warhost c/w 4 Wraithguard, Spiritseer [275pts]
Spirit Wraith Guard Warhost c/w 4 Wraithblades, Spiritseer [225pts]
Ranger Troupe c/w 4 Rangers [100pts]
Swords of Vaul c/w 3 Falcons, 2 Firestorms, +1 Falcon [300pts]
Engine of Vaul c/w 1 Storm Serpent [250pts]
Engine of Vaul c/w 1 Storm Serpent [250pts]
Night Spinner Troupe c/w 3 Night Spinners [175pts]
Revenant Titans [650pts]
Wraith ship [150pts]
Vampire Raider [200pts]

Definitely the stronger of the Iyanden lists, thus making my podium potential. Lots of delivery systems for the assault troops and the always solid Revenants titans and night spinners for some nice shooting support. 12 activations isn’t anything to be sneezed at and is damn close to what I reckon the max is for Iyanden





Player 19 - Cadian Shock Troopers (NetEA v1.5 *DEVELOPMENT*) 

CADIAN REGIMENTAL HEADQUARTERS [600]
1 Imperial Guard Supreme Commander unit,
7 Kasrkin units and 1 Leviathan Mobile Command Centre,
Sabre Platforms (3 Sabre Platforms), Commissar

KASRKIN INFANTRY COMPANY [200]
1 Imperial Guard Commander unit and
7 Kasrkin units, Sanctioned Psykers
(1 Sanctioned Psyker unit), Commissar

KASRKIN INFANTRY COMPANY [175]
1 Imperial Guard Commander unit and
7 Kasrkin units, Commissar

HELLHOUND PLATOON [250]
6 Hellhounds, Commissar

FLAK BATTERY [150]
3 hydras

SENTINEL SQUADRON [125]
6 Cadian Sentinels

SENTINEL SQUADRON [125]
6 Cadian Sentinels

SUPER HEAVY TANK PLATOON [200]
Commissar, Shadowsword

SUPER HEAVY TANK PLATOON [200]
Commissar, Shadowsword

WARLORD CLASS TITAN [825]

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts


Solid list from beginning to end. 11 Activations with the firepower of a Warlord Titan is just awesome. Its got all the bases covered with plenty of shooting, speed and resilience from the karskin who can hold the hell out of an objective. Loving the hellhounds for that nice FF engage combo that will go well with Karskin. Warlord is the most solid BTS that exists too so it should do well.

Player 20 - Vraksian Renegade Army 

Regimental Command Platoon 375
1 Supreme Commander,
12 Guard units,
Enforcer

Infantry Platoon 275
1 Commander,
12 Guard Units,
Enforcer

Tank Company 650
10 Malcadors,
Enforcer

Heavy Artillery Squadron – 3 Minotaurs, Enforcer 350
Sentinel Squadron – 4 Sentinels, Enforcer 100
Tank Hunter Squadron – 3 Valdors, Enforcer 250

Alpha Legion Retinue 325
Alpha Legion Chaos Lord,
8 Alpha Legion Marine Units, 4 Rhinos

Alpha Legion Retinue 325
Alpha Legion Chaos Lord,
8 Alpha Legion Marine Units, 4 Rhinos

Helltalon Squadron – 2 Hell Talon Fighter Bombers 175
Helltalon Squadron – 2 Hell Talon Fighter Bombers 175

Good ol Vraskians, one of those lists that makes your opponent say things like, who are these guys? What does that do and that will count for a heap. Someone has also thought hard about this list including just enough crappy infantry to hold key objectives while the more useful marine units can advance and take ground. Plenty of shooting is backing it up between the Helltalon bombers and the 6BP Minotaurs dropping templates and blasties everywhere. Malcadors can catch people out too because they hit like Leman Russ but can garrison if they want to. 


Player 23 - Gargant Bigmob (3.3.1 - Developmental) 

GREAT GARGANT [800]
2 Soopa Zzap Gun, Mega Lobba, Mekboy Big Boss

GREAT GARGANT [775]
2 Soopa Zzap Gun, Gatling Kannon

GARGANT [650]
2 Soopagun, Grot Guided Missile

SUPA STOMPA [325]
3 Soopagun, (Kustom) Extra Armour Bitz

LOOTA WARBAND (NORMAL) [150]
6 Boyz, 2 Grotz, Big Gunz

FIGHTA-BOMMERS [150]
3 Fighta-Bommers

FIGHTA-BOMMERS [150]
3 Fighta-Bommers


Double Great Gargants and all the support options needed to deal with enemy arty and super heavies. I’d imagine the Lootas will be doing some blitz babysitting duties while the big fellas advance and smash. Matchup will be a huge part of this armies chances but its got an obscene amount of firepower so lets wait and see!

Player 25 - Tau Vior'la (1.8 Developmental) 

CRISIS BATTLESUIT CADRE [350]
4 XV8 Crisis Battlesuit unit, Shas'o Commander, 2 Gun Drones

CRISIS BATTLESUIT CADRE [325]
Shas'el Commander, 5 XV8 Crisis Battlesuit unit, 2 Gun Drones

CRISIS BATTLESUIT CADRE [325]
Shas'el Commander, 5 XV8 Crisis Battlesuit unit, 2 Gun Drones

ARMOURED SUPPORT GROUP [325]
4 Hammerhead Gunship (Railhead), Skyray

ARMOURED SUPPORT GROUP [325]
4 Hammerhead Gunship (Railhead), Skyray

ARMOURED SUPPORT GROUP [225]
4 Hammerhead Gunship (Railhead)

RECON SKIMMER GROUP [150]
3 Pathfinder Tetra, 2 Piranha

RECON SKIMMER GROUP [150]
3 Pathfinder Tetra, 2 Piranha

BARRACUDA SQUADRON [150]
2 Barracuda Fighters

ORCA ASSAULT DROPSHIP [150]

ORCA ASSAULT DROPSHIP [150]

TIGER SHARK AX-1-0 [175]
1 Tiger Shark AX-1-0

SPACECRAFT [200]
1 Protector Class Cruiser

Well this one clearly likes to spam activations but the obvious question is whether any of it will hit hard enough at the end of the day. The spaceship has turned up to the right event with an obscene amount of WE running around at Cancon this year. Clearly it all about support units duelling it out to try and make a window for some cool air drops but the timing is so critical because even a basic engagement will wreck those suits. Looks like a fun list!

Player 26 - Tau Vior'la (1.8 Developmental)

FIRE WARRIOR CADRE [350]
6 Fire Warrior Units, 3 Devilfishes, Cadre Fireblade, Skyray

FIRE WARRIOR CADRE [225]
6 Fire Warrior Units, 3 Devilfishes

XV104 RIPTIDE FORMATION [525]
4 XV104 Riptides, Shas'o Commander

XV104 RIPTIDE FORMATION [350]
3 XV104 Riptides, Shas'el Commander

KX 139 TA'UNAR SUPREMACY [225]
1 KX 139 Ta'unar Supremacy

KX 139 TA'UNAR SUPREMACY [225]
1 KX 139 Ta'unar Supremacy

KX 139 TA'UNAR SUPREMACY [225]
1 KX 139 Ta'unar Supremacy

BARRACUDA SQUADRON [150]
2 Barracuda Fighters

BARRACUDA SQUADRON [150]
2 Barracuda Fighters

TIGER SHARK AX-1-0 [175]
1 Tiger Shark AX-1-0

SUN SHARK SQUADRON [200]
2 Sun Shark Bombers

SPACECRAFT [200]
1 Protector Class Cruiser
Weapons: 2 pin point attacks

This guy has really spent some time with the Vior’la list and come mined it for its golden core. Of course it’s still Tau so it’s fools gold but I like it. A big weakness of the other Tau list is it’s lack of blast weapons and this one has it in spades. Back that with enough air to control the skies and a pile of macro shots and we have a solid looking force. 12 activations will go a long way and some solid TKD3 options for taking on the big fellas. Definitely a solid chance if used well. 



And the rest
Absolutely no offence meant to any of these guys, as always just my opinions. All of these lists are here for the same reasons, not that they are bad lists overall just that they are missing the fine tuning and synergies of the lists above. Assuming equal player skill they would be good to play against each other, present a limited challenge to the podium contenders and get absolutely ravaged by the winner. Comps naturally include all different sorts of players and in my mind these guys are here for the beer and atmosphere (actually no beer... Booo...) rather than to crush all before them. 


Player 1 - Saim-Hann

Avatar [0pts]
Wild Rider Clan Warhost (Medium) c/w Wild Rider, 6 Jetbike, +Farseer, +3 Vyper [350pts]
Wild Rider Clan Warhost (Medium) c/w Wild Rider, 6 Jetbike, +Wild Rider Chieftain (Autarch) upgrade, +3 Vyper [400pts]
Shining Spears Warhost c/w 8 Shining Spears, +Exarch [325pts]
Saim-Hann Guardian Troupe c/w 4 Guardians, 2 Wave Serpents, +2 Wraithguard and 2 Wave Serpents [375pts]
Aspect Warrior Troupe c/w 6 Dire Avengers, 3 Wave Serpents [375pts]
Aspect Warrior Troupe c/w 6 Swooping Hawks [225pts]
2 Revenant Titans [650pts]
3 Nightwing Interceptors [300pts]


Solid looking Saim Haim list with all the speed under the sun but I think they are missing some of the best elements available and taking some of the softer ones. Hawks and Avengers aren’t great at the best of times and don’t need to be in this list. Revenants are phenomenal but no vampire hunters is a big sacrifice. I’m sure it’ll do all the sneaky hit and run annoyance that Eldar is famous for but in my mind it lacks the big punch that double shining spears can provide like in my winner prediction.  


Player 3. Iyanden Craftworld (4.2)

Avatar [0pts]
Wraith Gate [50pts]
Spirit Wraithguard Warhost c/w 4 Wraithguard, 4 Wave Serpents, +Wraithseer [575pts]
Spirit Wraithguard Warhost c/w 4 Wraithguard and Spiritseer [275pts]
Spirit Wraithlord Warhost c/w 6 Wraithlord and Spiritseer [350pts]
Guardian Troupe c/w 5 Guardians, 1 Farseer, 2 Hvy Wpn Platforms, +3 Wraithguard [300pts]
Guardian Troupe c/w 5 Guardians, 1 Farseer, 2 Hvy Wpn Platforms, +3 Wraithguard [300pts]
Swords of Vaul Troupe c/w 3 Fire Prism, 2 Fire Storm [295pts]
Swords of Vaul Troup c/w 3 Falcons, 2 Fire Storm [250pts]
Aspect Warrior Troupe c/w 4 Swooping Hawk, +Exarch [200pts]
Aspect Warrior Troupe c/w 4 Swooping Hawk, +Exarch [200pts]
Vampire Raider [200pts]

Iyanden are a really solid list but this one isn’t stretching it to the best of its abilities. Only 10 activations with a vampire means it will struggle to get those super amazing engage setups that the Biel Tan can do. Heaps of speed and engagement but not so much balance in the shooting department is an issue as well. To me it lacks the flexibility to be great but it’s still going to hit like a freight train and will definitely smash the unwary. 

Player 6 - Codex Astartes (NetEA Tournament Pack 2015)

Tactical Detachment 475pts
6 Tacticals
Supreme Commander
Razorback
Rhinos
Hunter

Tactical Detachment 375pts
6 Tacticals
Librarian
Dreadnought

Scout Detachment 150pts
4 Scouts
Rhinos

Land Speeder Detachment 200pts
Landspeeder 5x

Land Raider Detachment 400pts
4 Land Raiders
Hunter

Terminator Detachment 400pts
4 Terminators
Chaplain

Thunderhawk 200pts

Warhound 275pts
1 Warhound Class Titan

Warhound 275pts
1 Warhound Class Titan

Marauder Squadron 250pts
2 Marauder bombers

Ah Marines, all the fluff, none of the game. This marine list includes some of the standard solid options, termies in thunderhawks are always great, warhounds for speed and shooting, speeders and scouts to pad the activations. But there’s also a heap of fat on this list, double tacticals is one too many, dreadnaught and a librarian in the same unit is counter intuitive and who runs marauder bombers? It’ll be a fun game but it won’t make the cut. Also 10 activations just isn’t enough for marines.

Player 7 - Codex Astartes (NetEA Tournament Pack 2015)
Devastator Detachment 425pts
4 Devastators
Supreme Commander
Rhinos
Hunter

Terminator Detachment 400pts
4 Terminators
Chaplain

Thunderhawk 200pts

Predator Detachment 300pts
Annihilator 4x
Vindicator

Predator Detachment 325pts
Annihilator 4x
Hunter

Land Speeder Detachment 200pts
Landspeeder 5x

Land Speeder Detachment 200pts
Landspeeder 5x

Scout Detachment 150pts
4 Scouts
Rhinos

Predator Detachment 300pts
Annihilator 4x
Vindicator

Warhound Pack 500pts
2 x Warhounds


A marine army that has decided to go with the ground pounding I’m going to outshoot everything option. Good luck with that. Having your BTS as a pair of warhounds is also never a good idea, far too easy to kill. 


Player 8 - Codex Astartes (NetEA Tournament Pack 2015)

Tactical Detachment 475pts
6 Tacticals
Supreme Commander
Razorback
Hunter

Tactical Detachment 375pts
6 Tacticals
Dreadnought
Chaplain

Devastator Detachment 350pts
4 Devastators
Dreadnought 2x
Drop Pods

Scout Detachment 250pts
4 Scouts
Razorback 4x

Bike Detachment 250pts
Bike Unit 4x
Attack Bike
Librarian

Land Speeder Detachment 200pts
Landspeeder 3x
Tornado 2x

Predator Detachment 325pts
Annihilator 4x
Hunter

Thunderhawk 200pts

Thunderhawk 200 pts

Strike Cruiser 200pts

Thunderbolt Squadron 175pts
2 Thunderbolt Fighters

Looks like a high risk no reward version of marines. Its got some solid potential with that double pie plate from the strike cruiser capable of doing piles of damage and the tactical unit with dread coming out of a thunderhawk is an interesting change but it won’t take long to realise why people use terminators instead! The most interesting option is the pods which are going to have to be plotted perfectly.

Player 9 - Codex Astartes (NetEA Tournament Pack 2015)

Tactical Detachment 500pts
6 Tacticals
Supreme Commander
Razorback 2x
Hunter

Terminator Detachment 400pts
4 Terminators
Chaplain

Predator Detachment 250pts
Annihilator 4x

Land Speeder Detachment 200pts
Landspeeder 3x
Tornado 2x

Land Raider Detachment 425pts
4 Land Raiders
Vindicator 2x

Land Speeder Detachment 200pts
Landspeeder 3x
Tornado 2x

Thunderhawk 200pts

Reaver 650pts
1 Reaver Class Titan

Thunderbolt Squadron 175pts
2 Thunderbolt Fighters

Some good options for marines but like the others, not optimised. Too many upgrades on units and the inclusion of the reaver drops the activation count to 9 which just isn’t enough to be competitive. You only get one chance to drop your terminators and doing it too early just leaves them horribly exposed. The reaver is a solid BTS and adds some much needed firepower but have you counted the warlords and gargants at this comp?!?!


Player 10 - Space Wolves (NetEA Tournament pack)

Great Company 500pts
6 Grey Hunters
Supreme Commander
Rhinos
Hunter
2 Blood Claws
Razorbacks

Wolf Guard Terminators 525pts
4 Wolf Guard Terminators
Chaplain
Land Raider Crusader 2x

Swiftclaw Bikes Pack 200pts
Swiftclaw Bikes 6x

Land Speeder Detachment 200pts
Land Speeder 5x

Predators 250pts
Predator Annihilator 4x

Predators 325pts
Predator Annihilator 4x
Hunter

Warlord Class Titan 825pts

Thunderbolt Squadron 175pts
2 Thunderbolt Fighter-Bombers

In my mind space wolves are definitely a stronger variant than standard marines and this one has a warlord titan… Being entirely ground based though means this one is going to struggle against the competitive builds. It’s going to be solid as anything to try and take apart but it doesn’t have the speed or the activations to be able to control the flow of the game and that means it’s options are super limited. 




Player 11 - Space Wolves (NetEA Tournament pack)

Great Company 525pts
6 Grey Hunters
Supreme Commander
Rhinos
Hunter
2 Blood Claws
Razorbacks 2x

Wolf Guard Terminators 525pts
4 Wolf Guard Terminators
Chaplain
Land Raider Crusader 2x

Swiftclaw Bikes Pack 200pts
Swiftclaw Bikes 6x

Land Speeders 200pts
Land Speeder 5x

Predators 250pts
Predator Annihilator 4x

Vindicators 225pts
4 Vindicators

Predators 250pts
Predator Annihilator 4x

Thunderbolt Squadron 175pts
2 Thunderbolt Fighter-Bombers

Reaver Class Titan 650pts

Wow, big titans in marines are a real theme this year. Given the similarities you can just cut/paste what I said about the other wolf list replacing warlord with reaver, which isn’t a plus. There really is only one good way to do marines and trying to out shoot the enemy isn’t it. 


Player 12 - Legio Gryphonicus (NetEA v3.24 *APPROVED*)

Warlord Titan 975pts
Volcano Cannon 2x
Laser Blaster 2x
Legate

Reaver Titan 750pts
Apocalypse Missile Launcher
Plasma Destructor
Laser Blaster
Veteran Princeps

Warhound Titan Pack 525pts
Vulcan Megabolter 2x
Plasma Blastgun
Turbo-laser Destructor

Warhound Titan 300pts
Vulcan Megabolter
Turbo-laser Destructor

Crusader Scout Maniple 150pts
4 Crusader Robots

Crusader Scout Maniple 150pts
4 Crusader Robots

Thunderbolt Squadron 150pts
2 Thunderbolts


Blast, pow zap, 50 shades of death coming straight at you in this list. But anyone whose read my article about titan’s isn’t going to lose against this. It suffers from the same problems as always, giant death robots that can’t be killed paired with tiny soft robots that can be in a game which is determined by control of terrain. Using movement and terrain to effectively ignore the Warlord or take it down if you have the tools for a well deserved BTS win while you pick off the softer units and grab objectives. 





Player 13 - Steel Legion TP2016 / Steel Legion TP2016

Regimental HQ 700             
Heavy Support Platoon - 100
2 x Chimeras - 50
Griffons - 50
                                                                   
Armoured Company 650
Armoured Company 650
Shadowsword 200
Shadowsword 200
Sentinels 100
Sentinels 100

Artillery Battery 250
Basilisks

Thunderbolt Squadron 150


Ah Steel legion, sadly the list that has suffered from the power creep more than most. I think the only reason anyone runs the legion is because they don’t love DKOK. This one is all sorts of themey but sadly if you put this against the top Eldar you would quickly learn all about things like how quickly disrupt artily breaks Leman Russ formations, how shadowswords will never draw a bead on well used skimmers and how clipping assault is a bitch. This will be a fun list for the middle tables so lets hope he stays there and enjoys himself. 


Player 14 - Steel Legion TP2016 / Steel Legion TP2016 

Regimental HQ                                         525
Imperial Guard Supreme Commander                
12xImperial Guard Infantry                      
7xChimera                                       
Sniper                                          
Commissar
                                   
Infantry Company                                      250
Imperial Guard Commander                        
12xImperial Guard Infantry                      
Commissar
                                     
Tank Company                                           650
10xLeman Russ                                   
Commissar 
                                  
Artillery Battery                                      250
3xBasilisk                                      
Commissar
                                      
Artillery Battery                                     250
3xManticore                                     
Commissar
                                     
Sentinel Squadron                                     100
4xSentinel                                      
Commissar
                                       
Warlord Titan                                         825
Warlord Titan
                                  
Thunderbolt Squadron                                  150
2xThunderbolt Fighter-Bomber


More Steel Legion and this one brought the big boy guns, great stuff! Should have some fun games and drop heaps of firepower but against the top contenders those small units of artillery and sentinels are just going to get picked off quick leaving you with 3-4 decent formations. 


Player 15 - Steel Legion Cancon / Steel Legion TP2016 

Regimental HQ                                         550
Imperial Guard Supreme Commander                
12xImperial Guard Infantry                      
7xChimera                                       
 Hydra                                           

Tank Company                                       700
10xLeman Russ                                   
Hydra                                           

Super Heavy Tank Company                              600
3xShadowsword                                   
Hydra                                           
Ogryns                                          

Rough Rider Platoon                                   150
6xRough Riders                                  

Sentinel Squadron                                     100
4xSentinel                                      

Deathstrike Missile Battery                           200
2xDeathstrike Missile Launcher                  

Flak Battery                                          150
3xHydra                                         

Warhound Titan                                        275
Warhound Titan                                  

Warhound Titan                                        275
Warhound Titan


 Someone told this guy that there would be lots of big titans coming along and he came prepared! Heaps of big guns and some solid fire support options make this the best of the Steel Legion lists but my Bias says it’s just not going to be enough. 

Player 16 - Steel Legion Cancon / Steel Legion TP2016 
                              
Regimental HQ 550
Flak (Hydra)

Tank Company 700
Flak (Hydra)

Super Heavy Company 500
Baneblades

Artillery Battery 250
Manticores

Deathstrike Battery 200
Sentinel Squadron 100
Shadowsword 200
Shadowsword 200
Thunderbolt Squadron 150
Thunderbolt Squadron 150                   

Same as the others, some solid guns but not enough activations to be competitive against the top lists and too many points invested in fat units that don’t punch hard enough for their points. Love the baneblade though, someone blew the dust off that one. 


























Player 17 - MINERVAN TANK LEGION LIST

TANK COMPANY 625
10 LEMAN RUSS

TANK COMPANY 675
10 EXTERMINATORS
HYDRA
SUPREME COMMANDER

TANK COMPANY 575
10 EXTERMINATORS
HYDRA

SALAMANDER SCOUT PLATOON 125
SALAMANDER COMMAND

SALAMANDER SCOUT PLATOON 100

SUPER HEAVY TANK PLATOON 200
-SHADOWSWORD

WARHOUND TITAN 275

WARHOUND TITAN 275

THUNDERBOLT SQUADRON 150

Ah Minervans, they are so amazing in some matchups because much like Iyanden all that RA4+ can be damn hard to deal with. This guys has discovered the glories of exterminators combined with warhounds that Matt Shadowlord made famous a few years back. In the long run though it can’t compete with the big activation armies and doesn’t have enough guns to take down a titan legion so it’s matchups will be all about paper/scissor/rock.  

Player 18 - Minervan Tank Legion (NetEA Tournament Pack 2014) 

SUPER-HEAVY TANK COMPANY [600]
Supreme Commander

SUPER-HEAVY TANK COMPANY [500]
DEATHSTRIKE MISSILE BATTERY [200]
FLAK BATTERY [150]
WARHOUND [275]
ARTILLERY BATTERY [250]
FLAK BATTERY [150]
SUPER-HEAVY TANK COMPANY [500]
ARTILLERY BATTERY [250]
SALAMANDER SCOUT PLATOON [125]
Salamander Command Vehicle

Well someone loves their super heavies, though its not clear what sort they are so it’s hard to say much. It’s a solid amount of RA4+ to deal with, well covered with AA and backed up with some arty. It should go ok. 

Player 21 - 13TH BLACK CRUSADE BLACK LEGION
Daemon Pool 155
7 x Lesser Daemon, 1 GD

Retinue 450 - 8 CSM, Chaos Warlord (Sup Comd)
Daemonic Pact, Icon Bearer, Obilterator

Retinue 415 - 8 CSM, Chaos Lord
Daemonic Pact, Icon Bearer
4 x Rhino, Chaos Champion

Retinue 415 -  8 CSM, Chaos Lord
Daemonic Pact, Icon Bearer
4 x Rhino, Chaos Champion

Armoured Company 350
4 Chaos Predator, 2 Chaos Land Raider

Chaos Terminators 425 - 4 Chaos Terminators
Chaos Champion, Daemonic Pact, Obliterator

Chosen 145
4 CSM, 2 x Rhino

Chosen 145
4 CSM, 2 x Rhino

Havoc Retinue 275
4 Havoc Units
2 Rhinos
Daemonic Pact
Icon Bearer

Hell Talons 225
2 Hell Talon Bombers


Ah Black Legion, much like Steel Legion there are much stronger core lists for chaos marines. Its got some solid resilience and the teleporting terminators could catch someone out and plenty of speed. Could be interesting for a rapid assault force, putting heaps of pressure on and then using the solid strat rating to force some big engagements. High risk, high reward. 

Player 22 - Gargant Bigmob (3.3.1 - Developmental)

GREAT GARGANT [800]
Mekboy Big Boss, 2 Soopa Zzap Gun, Mega Lobba

GARGANT [625]
Soopa Zzap Gun, Grot Guided Missile, Gatling Kannon

GARGANT [625]
2 Soopa Zzap Gun, Mega Lobba

SUPA STOMPA [325]
3 Soopagun, (Kustom) Extra Armour Bitz

SUPA STOMPA [325]
3 Soopagun, (Kustom) Extra Armour Bitz

FIGHTA-BOMMERS [150]
3 Fighta-Bommers

FIGHTA-BOMMERS [150]
3 Fighta-Bommers


Gargant big mob is a great list with some interesting options. I’ve played this list recently and it gave me a rough run but every move has to be carefully planned because you don’t have activations to spare. Grot missiles and fighta bombers give it solid options to pick off enemy arty and super heavies so that the big fellas can get on with crushing the puny everything. 


Player 24 - Gargant Bigmob (3.3.1 - Developmental) 

Great Gargant 900
(Weapons 2 Deth Kannons and 1 Grot Guided Missiles)
(Kustom Upgrade Extra Power fields)
(Mekboy Big Boss)

Gargant 675
(Weapons, Supa Zzap Gun and 2 Soopa Guns)
(Kustom Upgrades, Transporta and Flakka Dakka

Gargant 650
(Weapons, 2 Soopa Guns and a Ripper Fist)
(Kustom Upgrades, Transporta and Flakka Dakka)

Killa Kan Mob 150
Killa Kan Mob 150
Loota Warband 150
Loota Warband 150
Bommer 175

Can’t believe there are 3 Gargant big mobs this year, variety truly is great and  hopefully they will provide good data to the AC to help with development! This one is the weakest of the three to me,  its still got heaps of resilience but too many soft support options to make it as efficient as the others and some optimistic BC engage options that could be interesting but won’t work against anyone who can see it coming.




Player 27 Tyranids (Tournament Pack 2016-01-21)

TYRANID SWARM [395]
5x Termagants, Hive tyrant, Tyranid Warriors, Zoanthrope,
Carnifex, Haruspex, 2x Hormagaunts

TYRANID SWARM [410]
4x Termagants, Hive tyrant, Symbiote, 2x Zoanthrope,
Malefactor, Trygon, 2x Hormagaunts

TYRANID SWARM [200]
4x Termagants, 2x Tyranid Warriors, 2x Hormagaunts

TYRANID SWARM [200]
4x Termagants, 2x Tyranid Warriors, 2x Hormagaunts

DACTYLIS SWARM [575]
6x Dactylis (Medium Swarm)

EXOCRINE SWARM [175]
3x Exocrine

GENESTEALER SWARM [200]
8x Geanstealers

LICTOR SWARM [200]
4x Lictors

HARRIDIAN SWARM [210]
Harridan, 3x Gargoyles

HARRIDIAN SWARM [210]
Harridan, 3x Gargoyles

TRYGON SWARM [225]
3x Trygon

Nidz are always interesting but they will die in droves to all the guns and artilley at this comp. Their best advantage is that most players have no idea what any of their stuff can do, so lets leave them with that! 

Conclusions
Overall its a great field with a huge variety of armies. Nice to see some Tau and Orks this year though the lack of their approved options speaks volumes of peoples opinions regarding those lists. Two years now without a single standard ork list is a shame but I'm not suprised. Here's hoping for a great weekend with some great games being played. Post your thoughts somewhere and lets get the discussion going, do you think I'm right with my predictions or way off? Is your list somwehere int he pile here and do you reckon I picked you right? Whose going to try and go under the radar this year and whose just going to romp it in from beginning to end! 

Saturday, 14 January 2017

Backed into a corner? Show em your teeth!

Backed into a corner? Show em your teeth!
A strategic response to high strategy armies

One curse of being a low strat army is that when it comes to deployment you’re options are pretty limited. Playing for funsies games will mostly just be played straight across the board but it’s a sure sign of a competitive opponent if they actually choose to put you into a corner deployment. Why might they do this?

Advantages of putting your opponent in a corner?


1)      The most important reason that you’ve been put into a corner deployment is that your opponent is making it much harder for you to claim objectives, specifically the blitz which is now ridiculously far away. Additionally its much easier for your opponent to control a 3ft stretch of board than a 6ft one to keep you away from said objectives. This won’t be a problem for your high strat opponent because the high strat armies (Marines and Eldar) all have easy access to fast troops, air assault and teleport attacks. Corner deployment is a bad idea for Black Legion marines because they don’t have access to so many of those options. 

2)      Death from space – Orbital bombardment is the other reason why you are likely being put into a corner. Again Eldar and marines will do this because they have easy access to 4BP orbital bombardments and that double template can be deadly as. By putting you into a corner they reduce your deployment zone making it easier to hit you. A common place to drop the barrage would actually be in the corner of the L somewhere because with the extra template it gives them heaps of flexibility though it’s largely guesswork. The best defence against bombardment is to hug cover, spread out and cross your fingers!

So how can you flip this around?

As I mentioned originally corner deployment is all about giving the high strat army an advantage, a favourite objective deployment from one of my regular opponents looks like this:
 

A high speed army can easily get to the two objectives on his own short edge which means the only hard objective to grab is the one closest to my deployment zone. My objectives would be forced somewhere into the middle meaning that for me to take them I would potentially be split in 3 directions whilst simultaneously trying to defend my blitz from whatever shenanigans my opponent has planned, and they will have a plan because they chose the objectives. It’s an awful scenario that puts all the advantages into the attackers hands.

Now here’s an alternative option.
Given the same objective placement try this method:



The advantage now is that you only need to control a relatively small amount of the battlefield to prevent your opponent taking your blitz and to give you 1VC for take and hold. You could then send out a second contingent to challenge other objectives as you like but you’ve reduced a 4 way situation to now a 2 way one. If your opponent doesn’t place their first objective in your upper corner that’s fine too, just deploy yours in that corner and now you have 2 objectives within 30cm of the short edge and 3 (including your blitz) within a 30x60cm box, easy to hold and easy to strike out from. If striking out isn’t easy for you it’s a solid position to force your opponent to react to, they won’t be able to get 2 points without taking one of those 3 objectives or your BTS so worst case scenario go for the points win, it’s still so much better than spreading out like your opponent wanted and getting picked off by fast moving marines.


I’ve found most armies can fit comfortably in the short edge section of the deployment zone as well which gives you a very tight box to deploy, easy to defend from nasty air engagements. That said though if they happen to have a fat bombardment coming first you might need to spread out a bit more and just use march moves to get into better positions after the turn 1 bombardment.

Anyway give it a try next time some sneaky high strat sod pushes you into a corner and see how it goes, post your thoughts and experiences in the comment box. Hope you enjoyed my graphic design skills! 


Friday, 13 January 2017

Fudd's Hobby - New Epic Blog

Blogroll grows! 

Always good to see more cool stuff about our favourite game! Fudd's Epic Blogg looks to be much more about the hobby side of things than the strategy side so head on over and check out the work of someone who can actually paint! 

Sunday, 8 January 2017

Slow grow final results!

Not so Epic slow grow reaches it's conclusion...


So three months of hard work and endless nagging by myself on behalf of everyone reading this has culminated in the definition of a mixed bag. I managed to get my chaos Cultists together pretty quickly but I'll save a re post of the complete army for the tactica article I'll get done soon. Here however is a few highlights of what the others managed: 



John Hammond
Well we didn't quite make it there either readers
After some delays with paint supplies, and unfortunately my own growing apathy to the army list We only managed 2750pts painted at the end of the slow grow. (Painting an army I'd be happy to take to Cancon has consumed me currently)
What you see here is not the balanced list I planned to paint, but more what i felt like i could paint in my dwindling amount of time to reach the 3k points.

I am still very happy with how this army looks visually, and I know I'll be back to them over the following months to add another 2 units of of standard sisters, more rhinos, more lightnings, dominion and seraphim units.
Maybe our esteemed blog writer might do a "where are they now" post a couple of months down the track? 
Until then,
Stay Faithful, Stay Vigilant

Image may contain: food

Image may contain: food

Christoper Smith
After 3 months in the slow grow i am pleased to show you my 3000 point night lords army, the picture shows an extra model if i want to swap and change, i hope you enjoy the army as much as i have painting it,(note to self, lightning on 6mm is tricky).

No automatic alt text available.
Image may contain: table, food and indoor

Zac Manning
Yeah so the slow grow
I started off really well with month 1 getting most of my army to about 75% complete painted
Then I hit snags with base supplies and other issues that put a big dampner you on my modelling enthusiasm
Then this month I was derailed by having a social life which is new, unexpected and scary development for myself lol
As a result the army is about 80% done and will be completed this week 
Attached is a crappy photo of my tanks
More to follow


Dave Dingelstad
When I started the slow grow I had a painting plan based around the sleeping patterns of my youngest. Who would have thought they'd change so quickly... Probably should have had a plan B!
      I'm still working to have it all done for Cancon, even though it looks like I'll be heading into the comp without having played a single game with the army. It worked at Castle Assault, I haven't had a game since, what could go wrong? =-O


Jeff Thomson
No automatic alt text available.I had a very unproductive month, on top of which my Guardsmen mutated- suddenly growing pointy ears.
I managed two formations of Guardians plus 3 heavy weapon options (though only 1 formation is based), and some partly painted Falcons.
I also painted up a strange little quartet of Squiggoths.

No automatic alt text available. 





Thursday, 5 January 2017

Thursday night game nigh - Cadians take on the Gargant Big Mob

Thursday night would see an epic clash between giant god engines with Cadian's toting a Warlord Titan going up against a triple Gargant horde with all of their friends in tow. We thought this would be a great opportunity to field test a couple of developmental armies in new ways and test out some options that (for me at least) aren't commonly seen. 

The Table
The table would be a blasted wasteland fitting for these giant death machines to fight over but with just enough area terrain that the gargants could use it stay at -1 to hit pretty much all game. 


The Forces 
Kendall would be bringing the pain tonight with giant ork death machines...


Goldteef's Gargantz!, 3000 POINTS
Gargant Bigmob (3.3.1 - Developmental) ==================================================

GREAT GARGANT [800] Mekboy Big Boss, 2 Soopa Zzap Gun, Mega Lobba

GARGANT [625] Soopa Zzap Gun, Grot Guided Missile, Gatling Kannon

GARGANT [625] 2 Soopa Zzap Gun, Mega Lobba

SUPA STOMPA [325] 3 Soopagun, (Kustom) Extra Armour Bitz

SUPA STOMPA [325] 3 Soopagun, (Kustom) Extra Armour Bitz


FIGHTA-BOMMERS [150]
3 Fighta-Bommers

FIGHTA-BOMMERS [150] 3 Fighta-Bommers

Opposing him for control of this pointless wasteland would be the brave Cadians commanded by me, in support of Warlordus Maximus




Incompertus, 3000 POINTS Cadian Shock Troopers (NetEA v1.5 *DEVELOPMENT*) ==================================================
CADIAN REGIMENTAL HEADQUARTERS [600] 1 Imperial Guard Supreme Commander unit, 7 Kasrkin units and 1 Leviathan Mobile Command Centre, Sanctioned Psykers (2 Sanctioned Psyker units)
KASRKIN INFANTRY COMPANY [200] 1 Imperial Guard Commander unit and 7 Kasrkin units, Sanctioned Psykers (1 Sanctioned Psyker unit)
KASRKIN INFANTRY COMPANY [175] 1 Imperial Guard Commander unit and 7 Kasrkin units
FLAK BATTERY [150] 3 hydras
HELLHOUND PLATOON [250] 6 Hellhounds
SENTINEL SQUADRON [125] 6 Cadian Sentinels
SENTINEL SQUADRON [125] 6 Cadian Sentinels
SUPER HEAVY TANK PLATOON [200] Shadowsword
SUPER HEAVY TANK PLATOON [200] Shadowsword
WARLORD CLASS TITAN [825]
THUNDERBOLT FIGHTERS [150] 2 Thunderbolts

Deployment
With so few activations for the orks their deployment options are pretty simple - swarm the objectives and prepare to kill whoever comes near you!
The ork blitz was deployed fairly centrally on the far side (find the little ork buildings) whilst the Gaurd one is about 1/3 of the way along the board edge from the left with some infantry holding it. Most of the gaurd forces were in the other 2/3 of the table opposing the Gargants directly.

The Game
Turn 1:
Cadians win initiative. 

Slow start with planes going on cap to fend off the horde of orc fighter bombers circling the battlefield. 
Ork response is brutal and swift with two grot rockets taking out a shadowsword from across the board. 
Cadians shuffle around the board burning activations while the orks bring on fighta bombers to pick off some sentinels. Cadian cap kills a bomber but loses a thunderbolt in the exchange. 
Gargants slowly advance onto objectives while some cheeky sentinels double up to ping a shield off a gargant, only to be broken in return. 
The great gargant represents the final orc activation taking a fire to advance straight at the cadian warlord. He pings off a shield but both super zap guns went wide of the mark. 
The warlord sustained as a response stripping all the shields off the great gargant but sadly his volcano cannon went wide too. The shadowsword hit home taking a DC off the Great Gargant. 

Everything rallies but the Great gargant loses a DC to a fire (10 to go)



Turn 2 
Orks win initiative. 

Great gargant sustains against the warlord stripping all of its shields and taking down one of its hull points. Ouch. 
Fighter bombers retain, bombing the shadowsword for a blast marker. 
Cadians scramble recharge the warlords shields marshalling it back to full and inflicting 3dc and a fire on the great gargant (7 to go) sadly this would leave the warlord a sitting (if heavily shielded) duck until the end of the turn. 
Gargant no 2 (right) doubles up to blast the remaining shadowsword, it survives but is now broken... running low on Tk! 
Cadians put planes on Cap to wait and see. 
Supa stompa decides to press the advantage by doubling up and spraying plasma death over the hydras and a sentinel unit managing to fudge it completely but breaking the sentinels by default. 
Hydras Marshall and ork planes fail to activate. 
The second supa stompa doubles forward to strip 2 shields off the warlord and add more blast markers to the pile 
With the orks out of activations the Cadian infantry storm forward along with hellhounds and the leviathan which strips the shields off the middle gargant. Next turn is going to be bloody. 

Rally phase - the shadowsword rallies as does the sentinels but the hydras fail to gather their wits. 
Sadly the great gargant crew put out both fires. 


Turn 3 

The roll off for strat was going to be huge and the cadians set a low bar at 2 only to be squashed by the gargants who went straight into it. 
Gargant 1 (left) advanced to FF the hellhounds through the terrain, unsurprisingly the unit was quashed only to have the commissar zoom off towards the ork blitz! 
Supa stompa retained for the engage on the cadian infantry in the middle who were crushed by the supporting fire from the central gargant. 
Cadians finally get a go and both the shadowsword and warlord open up on the great gargant. Many many shots later, its down to a single DC... and it runs away behind the giant terrain piece in the middle of the table. No fires remain... Cadians are fleeing robbed. 
Supa stompa Right stomped forward and took out a sentinel unit over 3 rounds of combat with the last one being slain by terrain as he fled. 
Cadian leviathan fails to activate and just shoots some ineffective lascannon and macro shots into the middle supa stompa. 
At this point we are pretty certain the gaurd can force a 4th if they can get someone into the enemy half. 
Ork fighter bombers zoom in to deal with a sentinel unit that could make the enemy half, wiping them from the board. 
The line thunderbolt pilot decides to be a hero and bomb the last DC off the GG, a hit went no but sadly the armour was still too tough. 
Cadian blitzgaurd infantry triple forward to force the 4th turn 
Final gargant centre sustains onto the warlord, stripping its shields and reducing it to 4dc with a leaky reactor.... 

Rally phase - planes fly off with no troubles. Commissar in hellhound fails to rally on the enemy blitz, damn that would have been annoying for the orks. 

  



Turn 4 
Cadians win initiative and the warlord takes the opportunity to Marshall... sadly it only manages a paltry 2 shields... it currently is looking at more TK D3 guns than it has  shields. It's shooting is also a big flop, missing with its volcano cannon again and only managing a single DC with its remaining guns. 
Shadowsword retains doing 2 DC on the central supa stompa which is broken and runs after its Great Gargant cousin. 
Orks initiate their cunning plan - shoot the big un with the supa stompa stripping 2 shields off the warlord. 
Gargant left retains taking a single shot onto the warlord with its TK, dropping the last shield. 
Cadian thunderbolt fails again to be the hero of the day and bounces off the GG
Double TK Gargant sustains onto the bleeding warlord who is reduced to a single DC and toppled by the mega lobba. The God machine falls. 

The rest is just mopping up really, shots flying, planes falling from the sky etc. A brave unit of cadian infantry stop the gargants getting more than 1 VC (BTS) but they have a solid lead on points and win by a chunk. The only orc casualty was the fighter  bomber that was shot down in turn 1. The rest of the war engines limp home for repairs. 


Thoughts on the development of the lists
I thought both sides were really good lists, this one could have easily gone either way with the cadians losing a huge strat roll off which cost them heaps and the Great Gargant getting super lucky in escaping on a single DC. 

I was surprised that the supa stompas have been put up in points in the latest draft and can't imagine why that decision was made, on top of the auto fire for the extra movement and the totally useless AA I'm troubled with the continual need to nerf the gargant list. My gut says that the Gargants I was playing against 12 months ago were more balanced for the competitive environment than the current one that just seems to be fighting with one arm tied behind its back. 

Cadians I feel are bang on, I've played with and against them in a variety of forms now and think they are a solid competitive build. Still a tier below Eldar because they lack flexibility and speed but definitely a tier above steel legion. I'd rate them as a similar power level to DKOK which is where you should be aiming these days IMO. Great stuff. 

Hope you enjoyed the read, stay tuned for Cancon updates soon!