Hey guys, Peakwargamer Aaron here
and here’s an update for the blog, which admittedly I have been rather
neglecting thus far. Since my last blog I have had plenty of games, entered
into a painting competition and started collecting for SAGA (basically Vikings
vs Saxons).
Mostly I have been playing X-Wing
and Antares these last 2 months, in X-Wing I have been playing plenty of varied
lists with great success, from flying 3 Aces to the Falcon with a mini swarm
for support. As for Antares, I discovered a common trait that is responsible
for my many losses in that any 40K, I have chosen what I consider to be the coolest
army, which currently needs the most effort to win a decent sized game. If I
haven’t mentioned already I am devote follower of Chaos in 40K.
A quick introduction to SAGA, I
got introduced to this at my local gaming club and it is set in the times when
Vikings were invading England. The starting factions are Vikings, Anglo Danish,
Normans and Welsh. The ruleset is incredibly simple and still allows for a
great number of tactics in the game. I’ll leave you guys to read into this
further elsewhere on the internet until I have gotten some games in with this.
If you need getting into the mood for the setting, I highly recommend
reading/watching The Last Kingdom by Bernard Cornwell.
I have spoken a fair bit about
new games that I have recently come into, but how about the game that brought
me into the hobby? That’s right, Warhammer 40K. I currently own roughly 7’000pts
of Chaos Space Marines and 2’800pts of Chaos Daemons, I don’t get many games in
currently, but I figured for this blog I would start posting my own tactical
advice for Chaos Marines, given I have more experience here than anything else
I’m currently talking about.
I’ll get started with the Chaos Sorcerer
Despite playing Chaos, a codex
that is full of random tables, I prefer to know what weapons I’m taking to the
battlefield. As a result, I often take a shooty Sorcerer, as you can guarantee
that the Sorcerer will get 2 Witchfire powers if you choose Biomany and Telepathy,
as you get to swap to Primaris if you don’t like your result. It’s up to you
what happens with the third power. To add to the Sorcerers firepower, I add the
Burning Brand of Skalathrax on top. Now you have a Sorcerer that burns
everything around it.
So now he/she can put out some
damage, what about keeping him alive? Well given that the options above work
best between 12”-18”, this is a rather important factor. Usually you’ll see
Terminator Armour, a Bike or even a Disc of Tzeentch. But how about the humble
Rhino? This thing can move fast, shoot, transport a 9 man squad (the sorcerer
is staying inside) and protect the guy that’s shooting out of the firing point.
The Sorcerer will be immune to S4 weapons for 35pts, I’d say that’s quite a
good deal considering everything else the Rhino does for you.
As for the other upgrades, the
Spell Familiar is a must. Now regarding the Invulnerable Save, I don’t think
you should bother purchasing one. Think about it, you zoom up the board
alongside a couple other rhinos, start shooting, pop some smoke when you start receiving
lots of fire and eventually the rhino goes BOOM! When this happens, those
Lascannons & Meltas will move onwards to the other armoured targets and you’ll
get shot to death by the standard firearms, e.g. Boltguns. Even when this
happens, I’d expect to have a nearby squad of Chaos Marines to move and join
the Sorcerer to add wounds.
So think about it, maybe this will be different in
your meta, but will you need to pour points into an invulnerable save that you
may not even roll?
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