The Angry Initiative

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Introduction

This is an initiative to improve internal and external balancing of codices.

Every Angry Codex should be able to make the game more fun on its own. While ideally two angry codices will face each other, an angry codex should be able to play against both a normal codex and an angry codex.

The two most important rules are that angry codices should be fun to play with, which is obvious, but just as important, it must be fun to play against.

Disclaimer

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Before adding anything to an angry codex, first write in the discussion page of the page in question and say what you want to change. If no one responds within 1 week, feel free to change it. If someone objects you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. AngryPirate does not follow these rules, mainly because he is mostly editing stuff he himself wrote. If you don´t agree with an edit AngryPirate has made you can PM him or write in the talk page.

Why GW´s business model is bad and how I think they could make it better

The Old Direction

Currently GW is running what I like to call a revolving door business model, where only ever a handful of units in each army is worthwhile, and only a couple of armies are competitive. This shifts around ever so often, so the armies and units which were weak, left out in the cold, become stronger, get into the warmth, making people buy the new hot stuff. Sometimes people are left out in the cold for too long, and nobody likes being out in the cold for too long, which can lead to people leaving the hobby. And sometimes armies are left for too long in the warmth, which just gets sweaty and nasty, causing yet more leavers.

GW tells its player base that the game is meant to be played for fun with friends, and expect the player base to find out how to make their games enjoyable. Well this is the Angry Pirates iniative at making the game more fun and hopefully makes the fun and competitive aspects of the hobby able to mesh a little better.

A New Direction

What I suggest instead is a rock, paper, scissor system for each unit, each unit counters certain other units while they get countered by other units, this is already true, to a certain degree. The Angry codices attempt to put this system into place. This is done firstly by nerfing the strongest units, which trade equally with their counters and hammer everything else, and secondly by buffing the weakest units, which trade equally with the units they are supposed to counter and get hammered by everything else. Thirdly all events of automatic counters, that is armies that counter a specific unit type without specifically building their army for it, are changed so that is no longer the case. Finally, all armies receive counters for all unit types; no unit should be safe for counters. This shuts down any opportunity for a unit to be untouchable and out of this world overpowered. The rock, paper, scissor system is a safe net making sure the game cannot go sour for any players, even if a unit is overpowered.

In the end this has a couple of consequences:

1. For the player: No player ever has to get beaten up by the same 3 wraith knights every game. If your opponent brings duplicates of the same unit, then your opponent should be vulnerable to a counter list.

1. For GW: People will have to flesh out their collections more if they want to be able to counter their enemies units, if an opponent is countering your wraith knights you will have to go out and buy something else to bring.

2. For the player: If you don´t like a certain model you will not feel forced into buying it, example: the grey knights nemesis dreadknight, even though it has garnered massive hate online you still see at least one in every grey knight army. Grey knight players feel forced to take this unit because of the huge internal imbalance between their units and the lack of proper counters to the dread knight. If all armies were able to counter it then grey knights players would have feel less forced into taking this unbalanced unit.

2. For GW: When models are bought on the basis of unbalanced rules it is much harder to know what models the community do and don´t like, the dread knight would probably have sold poorly, were it not for the unbalanced rules. While this would be initially bad for sales, it would also allow GW to gather data on exactly what models the community like.

Further Explanation of the goal of the Angry dexes

Counters

What I want is that every codex is capable of countering every possible army.

What I mean by this is that if your opponent brings 4 Wraith Knights two games in a row he is gonna get fucked, hard. Why? Well because you should have a counter available to your codex that can effectively deal with Wraith Knights. The more loose way of building lists would be fine if this was the case, but the current problem with 40K is that some races have no way to deal with certain armies.

Secondly I don´t think any codex should counter any unit type.

Dark Eldar being strong against Monstrous Creatures and Land Raider equivalents is not a problem in a setting in which you play against a large number of opponents, like at tournaments and in large cities. However if you face a smaller number of opponents the fact that a codex is good against a unit type dissuades you from taking that unit type, because you know that it will get countered by your opponent. Not because of his list, but because of his codex. You shouldn´t know whether or not a unit you take is good before your opponent reveals what he has taken.

Internal Balancing

When a book has internal balance each choice in the book has a place where it shines, a role or position, which it performs, perhaps only slightly, better than any other unit in the codex for the points used on it. For example, a unit of space marines armed with heavy bolters will outperform a unit of space marines armed with las cannons, at the task of killing Tau Fire warriors (4+ Sv).

You can do a thought experiment to consider if a book has internal balance. Think to yourself if you gathered up 100 win at all costs Tyranid players and ask them to construct an 1850 pt list. Would any unit be featured in more than 50% of the armies. In this case, the answer is yes, that would be the flying hive tyrant, and it would be featured in every army. Would any unit be featured in multiples in more than 20% of the armies? The answer would again be, yes. Every win at all costs player would play with three or maybe even more flying hive tyrants. Then you ask how many units would not be featured, at all, in any of the armies. The answer would probably be about half the units and options in the codex. Therefore, the Tyranid codex has terrible internal balance.

Now this is just an assumption I have made based on the lists I have read on the internet, and the general chatter in forums, oh and math. That last bit is very important. Internal balance is important because when a codex has poor internal balance players of said codex will feel punished for taking units which they might like, some units, like the Pyrovore, simply perform no role well for the points they cost.

It is possible to improve the internal balance of a codex by simply nerfing the units which are considered OP and/or buffing the units considered UP.

External Balancing

External balance is the balance between the different codices. Does any army have an innately higher chance of winning against another army? Here the answer is yes. The Eldar have a large chance of winning against a chaos space marines army. Why is this? Because Eldar units on average inflict more damage per point invested in them than they take in return. An 1850 pt. Eldar army might on average destroy 500 pts of CSM each turn whereas the CSM will maybe only destroy 300 pts worth of Eldar each turn on average (rough assumption of the balance difference between these two codices). This leads to one-sided games. A bad taste, hopefully, in the mouth of the player of the overpowered codex, and a feeling of having been cheated against, or of having no chance for the player of the underpowered army.

External imbalance can be alleviated by abusing the internal imbalance in each codex, so the weaker codices use their most powerful choices while the more powerful codices use their weaker choices. This however locks in each player to only play a limited number of units from their codex, it might force you not to take your favourite unit or force you to take your least favourite unit.

Take What You Like

I have said it a couple of times now but it is important that players are able to bring their models to the table. Sure their units might be countered by some lists, but somewhere out there there should be a competitive list that your fun army can beat. This is because you army might just randomly have the counters for said army.

As is with the current rampant internal imbalance some armies will just suck, against pretty much every other army.

I once participated in a small warhammer tournament, it was exclusively held between me and a small group of friends. Our environment is fairly competitive list building wise but once in game we are very sportsmanlike and allow take backs and go backs if a player forgets something. A buddy of one of the friends was invited, let´s call him Joe.

Joe didn´t play very often, in fact he had less than 20 games under his belt. He had no understanding of what good or bad units were. I wrote him and asked him if he wanted help building his list (we both play Necrons), he didn´t want my help. The main reason for this was that he didn´t have a lot of models to choose from and therefore pretty much just picked up his models and then looked them up in the codex to see what they costed.

He lost, horribly, all of his games. Now loosing against more experienced players is not a problem. But his army was horrible. I didn´t like seeing him loose as big as he did, not one bit. I don´t think anyone did. Sure it´s fair to get outmanouvred and outplayed, but I feel the main reason why he never had a chance from the start was that his army sucked balls.

If Joe ever gets to use the Angry Necrons I hope he has a vastly better chance of at least winning one game. That he doesn´t get punished for taking his C´tan, which he had spent long hours painting, only to see go without it doing much any of the games, because C´tan.

Current Angry Codices:

Codex - Necrons Angry Robot Edition

Everything is Fearless, Necron Warriors cost 8 pts/model, no transports anymore, only teleportation and walking. C´tan are customizable to an insane degree. Number of units fill the role which the fluff describes them doing, like the Annihilation Barge which is now anti infantry. Brought back pariahs.

Codex - Daemons Angry Demon Edition

Fewer charts more awesome. Nurgle has armour saves. Khorne has blood tithe. Tzeentch has shooting, less psykers. Slaanesh is fast, very fast. All one mark armies are now far better. Each god has 3 greater daemons. Heralds are unit upgrades. Nurgle vs Tzeentch and Khorne vs Slaanesh dislike eachother a LOT.

Codex - Dark Eldar Angry Emo Edition

Less armour 14 hate, less monster hate. Vehicles now give AOE buffs to units allowing you to field a mix of infantry and vehicles. What I want is that every codex is capable of countering every possible army and that no army counters an army without specifically trying to do so.

Codex - Chaos Space Marines Angry Anarchist Edition

Made formations and detachments to represent some of the different chaos warbands. All psychic diciplines redone and buffed. A number of cost changes, mostly decreases. All marks, except nurgle, have gotten buffs.

Codex - Grey Knights Angry Witcher Edition

Most units no longer have force weapons, this an entire army with force weapons dissuade the opponent to bring monsters, ever. A lot of units got reduced ap values for their weapons (AP 4 and 5), this is because if an entire army has AP 3 it dissuades taking models with a 3+ Sv, ever. What I want is that every codex is capable of countering every possible army and that no army counters an army without specifically trying to do so.

Codex - Craftworld Eldar Angry Munchkin Edition

Minor changes to distortion weapons + some point increases.

Codex - Tyranids Angry Alien Edition

Couple of buffs + some point decreases. The little troops got major point decreases. Check out http://1d4chan.org/wiki/Codex_-_Tyranids:_/tg/_edition it makes a big deal out of stat biomorphs. Nice dex, but it fails in a couple of ways. What I have done is just a minor fix, while the /tg/ edition is a rework like the robocrons.

Codex - Orks Angry Greenskin Edition

Note that I am not an Ork player and have limited experience watching them and playing against them. Tips from Ork playas would be greatly appreciated as I can only really work through mathhammer, and I only start working on things which I never see anyone take, see everyone take or is just glaringly unbalanced.

Codex - Space Marines Angry Spiritual Liege Edition

And They Shall Know No Fear replaced with Stubborn and in a lot of cases Fearless. Some changes to ranged weapons, number of point cost adjustments, fast type land raiders, scouts WS/BS 3. Needs more work.

Codex - Space Wolves Angry Furry Edition

And They Shall Know No Fear replaced with Stubborn and in a lot of cases Fearless. Space Wolf can take a Saga, this grants them a unique bonus, but if they fail to complete a mission you lose a victory point. Small amount of point cost changes.

Codex - Blood Angels Angry Vampire Edition

Under construction.

Codex - Tau Angry Communist Edition

Placeholder for eventual creation of a new fan edit.

Codex - Dark Angels Angry Knight Edition

Placeholder for eventual creation of a new fan edit.

Test games

Games done by Ravenous Eye Wargames

Our gaming group use a number of house rules.

  • Tactical Objectives
  • Impressively Tactical Rhinos: Dedicated transports taken by troops do NOT have objective secured
  • Blood points: Score 1 VP for every 100 pts of your opponents stuff you destroy
  • Max 1 flyer
  • Just keep these things in mind when you read how our matches go, our objectives might be a little different than your objectives which might impact the strength of different armies, I try to take this into consideration, I just wanted to make a full disclaimer.

Angry Crons vs Daemons of Chaos (not angry)

  • Major loss vs Daemons. Many a tactical blunder were made. Changed the monolith to be better against a wider variety of enemies.

Angry CSM vs Angry DE

It´s not alway easy to find opponents who want to play against, and with, fandexes, perhabs I haven´t been looking hard enough? Anyways I got a game in with the angry anarchist CSM vs the angry emo DE. He brought two venoms w. 5 wyches each, a largish unit of mandrakes, 6 incubi + archon in raider + a couple of ravagers with the edge cannons, which has no been renamed twillight annihilators, 7 hellions and a large number of khymera with some beastmasters. I brought an iron warriors detachment with a heldrake w. baleflamer, level 3 nurgle sorcerer, warpsmith, 9 chosen with their new 2+ armour save upgrades w. 2 powerfists and 5 pairs of lightning claws in a rhino, 10 possessed in a rhino, helbrute, 2*10 chaos cultists with shotguns, 7 havocs with 4 of the new missile launchers with all 3 ammo types and ending the list with 2 defilers. Note that I haven´t played chaos in forever, but I didn´t really feel very punished for my unit choices.

First off the heldrake was fairly strong but it definately didn´t feel like it was doing too much, I feel the new point cost seems fair. The defilers seem extremely strong with their ability to shoot at mutliple targets + their Strength D close combat attacks, but it wasn´t that much over the top, possibly because of my misplays. Talking of misplays, my 2+ armour save chosen ended up being annihilated by his rending khymera, why did I give them this again..? Sigh. And his incubi, i got all of them back with a formation but they failed to do anything the entire game because they didn´t really have a good matchup against any of his stuff and I was afraid of them being slaughtered once more by his incubi. Speaking of things that got brutally murdered, the 10 possessed were shot down before even rolling on their empowered vessels of chaos table, this was primarily due to poor rolling on my part. The helbrute performed fine, but it didn´t even use its new daemon forge, it did make a daemon save or two though, it seems alright now. Shotgun cultists performed fairly well, I think they need to be tested as spam list with the iron warriors detachment which may be a little too strong. During the game I managed to get 2 extra units of cultists, the 9 chosen and my chaos sorcerer back from the dead, it didn´t really feel overpowered, the powercreep is real.

As for the DE, the main guns felt like they automatically got their bonus, which was not entirely the intention on my part, they now need an unsaved wound instead of just a wound. Nothing much to say for the rest of the army, the changes pretty much worked, the mandrakes seemed a little too strong with the constant 2+ cover save from raiders being enough of a buff their strength upgrade and toughness upgrade have both been removed.

Angry Daemons vs Angry CSM

1850 points. I had Lord of Insensate Rage (greater daemon of khorne w. S D), 8+8 Bloodletters, 3+4+4 Skullcrushers, 3+3 Screamers each with Herald of Tzeentch on disk, 7 Fleshhounds, Daemon Prince of Khorne, Soulgrinder of Khorne, Skull Cannon. Against Warpsmith in cultists, Slaanesh Sorcerer in terminators, 10 Cultists with shotguns, 5-10 CS Marines in rhino, 6-10 Thousand Sons in rhino, 7 chosen w. 4 pairs of lightning claws in land raider, 4 Termies w. 1 chain fist and 3 pairs of lightning claws in land raider, Defiler, Maulerfiend, Vindicator they were organised in an Iron Warriors detachment, which he never rolled for.

Lord of Insensate Rage started on the board. He flew straight ahead turn one and then landed turn two. He managed to kill the chosen as well as the thousand sons.

Bloodletters deepstruck in to the side of the battlefield, which meant they hardly took any damage from ranged attacks, therefore they performed very well. I determined after the battle that they were too gimmicky in the fact that they were too offensive compared to their defensive value.

One of the screamer units were reduced to one, even with that it managed to destroy one land raider before getting caught in the explosion it caused. The other unit managed to destroy his other land raider. They were definately way too strong, their attacks have been reduced from 3 to 2. I will keep careful watch over them, they seem strong, but their Initiative of 1 + their relative weakness to shooting means they are really only super good against vehicles. As far as psychic powers went, during the entirety of the game I threw 3 doombolts, 2 of them against the same land raider, which did nothing, then changed its armour value to... 14. The final one destroyed his defiler.

The flesh hounds got into a fight with his generic CSMs, they were losing before they got assisted by one of the bloodletter units.

The soul grinder got destroyed by a mixture of shooting and the terminator with a chain fist. Nothing really to say here. I think it´s toughness demands its new point value.

Skull cannon got shot to pieces and never managed to do anything.

Daemon Prince got hacked to pieces by chosen. I´m definitely glad that I paid 100 and not 160 points for it, it seemed fair enough.

As stated previously my opponent could have gotten a couple of extra units with his formation which he forgot to roll for. Nothing in his army really seemed unbalanced, stubborn across the board is a really nice change. No chaos warriors fled, which is more or less how it should be.

New las-cannons seem fine. No big change against this particular army, it was slightly less powerful against Screamers, which I don´t think he ever used them against. Against the Soul Grinder it is a tad better, definitely not game breaking in any way.

I had forgotten to change the point cost of the terminator weapon upgrades. Speaking of terminators I have wanted to give them Toughness 5 for a while, well, now it´s done. It sets terminator armour apart from artificer armour, or flesh armour in this instance, besides from the Deep Strike and 5+ Invulnerable save.

It ended in a victory for the Angry Daemons just before I got to my turn 6 (I went last). He had a Vindicator and two rhinos left. I had 1+6 Bloodletters, 2 blood doggies, Lord of Insensate Rage (1 wound), 2 Skullcrushers (one of them had lost 2 wounds). I would have probably tabled him had I done my turn as my units were converged around his remaining vehicles. Really close and fun game overall.

Angry Robocrons vs angry Emo DEldar

I had 20 warriors w. ark, 20 warriors w. ark, 20 warriors w. night scythe, 20 warriors, 8 immortals w. gauss, 2 x 5 deathmarks, overlord in barge w. nemesor... But no warscythe, C´tan Shard with restless tail, 2 x 3 tomb blades with particle blasters.

I played with reanimation protocols on 4+ instead of 5+. You could say I cheated, or that I tested whether or not it would be op...

He had 5 trueborn w. 1/2 blasters and raider, succubus w. ap 2 weapon in said trueborn, 5 bloodbrides w. venom, 2 x 10 kabalite warriors w. raider each, 2 x 5 wracks w. venom each, void bomber w. void pulses (old dark scythe), 2 x ravager w. 3 twillight annihilators (ap 1 krak rockets), 6 reavers w. 1 or 2 blasters.

Bloodbrides failed their 6" charge and got shot to pieces. 20 of my warriors were stuck on one side of the board because of a refused flank, my plane teleported them to the action turn 3. 5 deathmarks were stuck with the 20 warriors to the side because I wanted to instantly capture 2 free objectives and couldn´t be bothered to wait for my warriors to do the job. C´tan Shart got shot to pieces, I should have placed him in cover, but I didn´t he felt okay for his points. tomb blades were shot before they did anything noticeable. All of my infantry were at more than 75% strength when my opponent surrendered at the start of my turn 4. Ghost arks were shot dead. His flyer flew away turn 2 as it killed my general with a strength D bomb, my plane flew in turn 2 and shot a bit then teleported some troops close to the enemy turn 3, one unit of wracks were killed turn 4 after deep striking a little too close to a lot of warriors. His trueborn managed to down a number of warriors and immortals, who then promptly got right back up. His venoms did surprisingly little, mainly because of lucky rolling on my part. His void bomber downed an impressive number of warriors, who then shrugged it off with reanimation.

How many of my reanimation rolls were 4s I do not remember but I think it had a fairly large impact on the game. All units seemed to have something to do, I definitely felt that all my units were worth taking. The only reason I want to change my army around is because I feel like I should include a monolith or two, just because. I took all the warriors to really push the bucket to check if they were OP, I can tell they definitely shouldn´t have 4+ reanimation, but their huge weakness (no cover saves) still makes up for their manifold strengths.

Angry Dark Eldar vs Calm Eldar

- Archon with Incubi, 8 Trueborn in Raider, 2x10 Warriors in raiders, 5 Incubi+klaivex in a raider, Scalpel Squadron with Ossefactors, 5 bloodbrides with Haywire Grenades, 2 Ravagers with Twilight Annihilators, 6 Reaver jetbikes and a Razorwing Jetfighter

VS

- Avatar, 3 Dire Avenger squads in Wave serpents (In that weird formation which gives them +1 BS), 5 D-scythe dickheads in a Serpent, Wraithknight and a Wraithlord.

Early game was devastating for me. I plinged some wounds off the Wraithknight with the Ossefactors, and took out the Wraithlord with my now non-existent splinter cannons on my venoms (Was before the removal of the upgrade). The Serpent Shields prevented my Ravagers from causing too much damage (we actually didn't manage to destroy a single serpent). We ended up meeting up diagonally and I attempted to pull the good ol' "I am going to surround and wreck your vehicle with haywire and automatically whack and kill anyone coming out of it" strategy by disembarking my warriors and charging together with the Bloodbrides. That didn't work as only 2 BB's were able to hit the damn thing. Then the Eldar started disembarking and retaliate and I found my Wracks out of position to counter attack his Avengers when they started their barrage. My Archon and Incubi managed to down the first Wave serpent (and the last I am afraid) and were rewarded with an Avatar charge. Which killed all of them... The Avatar was subsequently killed by focussed fire from my Ravagers (Who at this point had given up on destroying serpents). The deathblow came when D-scythe Wraithguards disembarked and took out a Raider and a Venom, the Wraithknight stomped the remaining bloodbrides and the Wrack countercharge got stomped on by the same Wraithknight. My Razorwing did good, but it was too little too late and I bent my knee to the victor.

Overall a good game, but I think my lack of Blasters was a severe issue. Blasters may be short ranged but are necessary in order to take out larger things with the removal of so many poisoned weapons. The new Dark eldar also put more emphasis on close combat and short ranged firepower but as I got across the board all the Serpents were still intact and carrying troops. This left most of my Shard cannons and missiles worthless for a turn which in turn lost me the game - The Ravenous Eye

Angry Robocrons vs Angry DE

Overlord w. Phaeon, Wraith Body and Warscythe, 20 Warriors, 20 Warriors, Tomb Citadel w. 1 Ziggurat and 1 Power Crucible, 3 Scarab Swarms, 5 Lychguard, 8 Deathmarks, 2 Monoliths.

vs.

Archon with Huskblade and 2+ invul inside Trueborn, 5 warriors inside Venom w. Twin-linked cannon, 5 warriors inside Venom w. Twin-linked cannon. Twin-linked cannon, 5 warriors inside Venom w. Twin-linked cannon, 8 Wyches w. champion inside Raider, 5-9 Trueborn w. drugs inside Raider, 6 Reavers w. 2 Blasters and 2 Cluster Caltrops, 6 Reavers w. 2 Blasters and 2 Cluster Caltrops.

  • I placed my Tomb Citadel to one side of the table.
  • He deployed his entire army opposite the Tomb Citadel.
  • I deployed 20 Warriors and 3 Scarab Swarms on the opposite side of the table hiding behind a building. The rest of my army stayed in reserve. Everything arrived turn 2 except one of the monoliths.
  • My Phaeron killed his Archon and then got into a drawn out fight with his Trueborn, some bikes and some kabalite warriors. I got him in too late, he went unwounded, while extremely resilient and offensively fairly strong, he is a big risk.
  • 20 of my warriors were teleported senselessly into a clump for my opponent to shoot up and then get assaulted.
  • The other 20 got ground down by his trueborn.
  • Lychguard horribadly failed their 2+ saves, which was unfortunate.
  • Deathmarks failed to do anything all game. They did maybe 1 unsaved wound.
  • Tomb Citadel did jack shit all game, very poor decision to take it at all. Didn´t fit the army what so ever.
  • 3 Scarab Swarms took out a venom.
  • 2 Monoliths looked very scary and teleported guys around. The teleportation was used poorly and was almost worse than it was good. Their weapon´s were mostly saved. They made the DE vehicles dance (jink) though.
  • Nice game, wasted a lot (350) on a useless fortification and had some unfortunate saving throws, my opponent did neither and it was not a slaughter. I think my army might be OP.


Angry Daemons vs Angry Dark Eldar

Wrathspawn, Lord of Change, 2x13 horrors with heralds, 10 Bloodletters that sat at his aegis defence line's Quad-gun, 5 Fiends of Slaanesh, 6 Screamers and a soul grinder. Oh and flamers.

VS

Archon with Huskblade and Shadowfield, 2x5 warriors inside Venom, 5 Wracks with LQ-gun inside Venom, 8 Wyches w. champion inside Raider, 7 Trueborn w. drugs and Xeriak ammunition inside Raider, 9 Reavers w. 3 Blasters and 2 Cluster Caltrops, Razorwing Jetfighter, 5 Scourges with 2 heatlances and 2 Ravagers to support it all.

  • Scourges and Razorwing were reserve. Razorwing performed okay, surviving until the end of the game. Scourges didn't do much since their target, the Lord of Change, blessed himself to a 3+ invulnerable save. Had potential but were sub-optimally kitted in order to take out what he brought. Still think I would go heatlance on 'em.
  • Archon and his trueborn were hit by 3 out of 4 of the warpstorm result and only the archon survived. With an impressive charge roll of 10 he managed to charge and wipe a unit of 8 horrors and a herald before slaughtering the bloodletters manning the Quad-gun. MVP baby.
  • Wyches assaulted a unit of 8 horrors and with exact failure on daemonic instability managed to kill them.
  • Wrathspawn was killed by two turns of focussed Ravager fire. He managed to kill the wyches before he went down though due to some unlucky rolling on my part from the agoniser. Well. Sort of unlucky. I may just be a whiny bitch. He only managed to save a single wound with his invul after all out of 5 potentials.
  • Lord of Change would have devastated my lines had he not failed to cast Storm of Change twice. As it turned out he managed only to cast it once killing a couple of bikers. His 3+ invulnerable save made sure he took alot of firepower before biting the dust.
  • Fiends were absolute trash. Barely securing an objective they took one turn of fire from 2 venoms and a unit of warriors with a shredder and, failing all possible saves, were reduced to a single fiend with one wound. This brave, or perhaps irredeemably insane monstrosity charged my warriors and stood there for a turn before receiving a counter charge from the Scourges and getting hewn down.
  • Screamers were tied up in a close combat with 5 wracks and lost it with the wracks taking 3 casualties in return. Wracks should have by all means have lost the combat, but he was incredibly unlucky and lost the combat every turn resulting in alot of instability tests.
  • Soul Grinder of Nurgle was down to the wire just a stable firing platform. It provided miniscule supporting fire but we both deemed it wasn't worth it's hefty price tag of 260 points in that role. More testing will be needed before it can be determined if it needs changing.

All in all a good game. Both players had terrible dice rolling but right up to the end Dark eldar dice got better and a victory pulled off. Flamers never got down btw. Could have been horrible for me if they had. I think flamers may be a tad overpowered seeing as they produce at least 5 strength d6 ap5 hits, and on bigger units it may be more. They are also rather hard to counterplay since they deep strike and even with scatter have torrent to produce the positioning of the template - TheRavenousEye

  • Classic Soul Grinder loadout has been reduced by 20 pts from 180 pts (official cost) -> 260 pts -> 240 pts. The initial cost change was a bit of a knee jerk reaction, to what I believe was one of the most OP units in the game. Triple classic Soul Grinder should be reserved to a themed list/a specific counter list, which I still think 240 does a good job of, I definitely don´t think 240 is too low, Soul Grinder´s points really only could go down from 260 pts, which was in all fairness overpriced. - AngryPirate

Angry Robocrons vs Angry CSM

  • CAD: Destroyer Lord, 20 Necron Warriors w. Monolith, 20 Necron Warriors w. Monolith, 10 Necron Immortals w. Tesla + Night Scythe, 6 Wraiths, 5 Scarab Swarms, 5 Scarab Swarms, 3 Spyders, 1 Annihilation Barge.

vs.

  • Thousand Sons Warband: Mastery level 3 Mark of Tzeentch Sorcerer in termie armour w. spell familiar, Mastery level 3 MOT Sorcerer in termie armour w. spell familiar, 10-15 Cultists w.out mark, 10-15 Cultists w.out mark, 6 chosen w. 2 pairs of lightning claws + 2 power fists + MOT + Spireguard (mastery level 6 psychic brotherhoood), forgeworld flyer AV 10 HP 4 w. Las cannon + autocannon, 9 Thousand Sons w. rhino w. havoc launcher + warpflame gargoyle, Predator w. 3 las cannons, Predator w. 3 las cannons, Land Raider.

+

  • Summoned spawns: 13+ spawns...
  • Destroyer Lord killed some cultists and ended the game in a duel against 4 spawns.
  • Necron Warriors did nothing all game.
  • Monoliths destroyed a predator and the land raider. They were destroyed early on but didn´t manage to regenerate.
  • Immortals didn´t do anything
  • Night Scythe destroyed his flyer
  • Wraiths destroyed his other predator and got cut down in melee vs thousand sons, should have given them tentacles.
  • One of the scarab swarms held up an objective denying it for two turns, the other one held up some summoned spawns for a turn.
  • Spyders summoned scarab swarms and then suicided into a unit of 7 spawns.
  • Annihilation Barge got busted by las cannons.
  • 13+ spawns were summoned with breath of change, while it was fairly spectacular to look at, it was a tad OP, I´ll reduce the To Wound from 2+ to 4+, it should still be a very powerful spell, although not quite as impactful as it was.
  • He managed to get doom bolt of 5 or 6 times, missed all but 3 of them, rolled a straight 6 each time he hit, destroying both my monoliths as well as my night scythe.
  • I managed to kill one of his spireguard, two more blew themselves up. I think it hard a large impact that they were able to generate 5-6 dice each turn.
  • I had only my destroyer lord left at the end of the game, while he had lost little more than half his army.
  • The Thousand Sons formation seemed fairly fun, I hadn´t really thought of the breath of change, which was why he hit 8 models the first time he got it off. I think I could have avoided such massive damage, but the other Tzeentch powers are powerful enough to the point where I feel that it is unneeded for such a powerful power to exist.

Angry Robocrons vs Angry DEldar

  • CAD: Phaeron with scythe and wraith body, 20 Necron Warriors w. Monolith, 20 Necron Warriors w. Monolith, death scythe, 5 lychguard, C´tan w. FMC + gauss slinger + stealth, 1 Annihilation Barge, 1 Annihilation Barge.

vs.

  • CAD: Archon w. 2+ invul + agoniser, 5-7 incubi w. champion, 5 wracks w. liquifier gun + venom, 5 wracks w. liquifier gun + venom, 10 Warriors w. raider, 10 wyches w. raider, Voidraven Bomber w. S D weapon, Ravager w. TL annihilators, Ravager w. TL annihilators, 5 Scourges w. 2 blasters, 6 bikes w. 2 cluster caltrops + 2 blasters.
  • My Phaeron went killed his Archon as well as the Incubi with the help of one of the warrior squads. This warrior squad got eaten up by his wyches, the game ended with my phaeron and his wyches tied in combat.
  • One monolith teleported the other warriors to counter a refused flank manouver my opponent had attempted.
  • The other one scattered a lot while trying to deep strike. They both did some damage to some vehicles and units.
  • The death scythe arrived turn 4 and managed to do fuck all because of its late arrival.
  • lychguard managed to cause 4-7 wounds with their shields. They failed a lot of saves and were killed.
  • C´tan did nothing with shooting and was shot down after taking 3 unfortunate wounds during a turn in which it did not fly. It should be noted that I did not intend for the C´tan to have a Strength D weapon, but he ended up having it. The only reason it did nothing was because of lucky saves as well as no 6s on the destroyer table. Heavy gauss cannon will no longer be a destroyer weapon.
  • Annihilation barges caused some minor damage, not really worth the price tag I feel.
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  • The incubi did very little damage to the warriors, not at all worth their price tag this game. Very poor matchup, their math suggests they should be very strong against the right target though so no changes will be made, for now.
  • Since I still haven´t seen an infantry unit with the option to take a transport not do so, I will be increasing the points cost of transports in the hope that it will encourage not taking transports for every unit. Although the battle data is very limited I think the Angry Emos are strong enough to take this without a problem.

Angry Robocrons vs Angry DEldar and Angry Eldar

  • 1750 vs. 1850 against both Angry DEldar and Angry Eldar.
  • Both games were lost. Not huge losses, but easily identifiable as losses. It´s pretty hard to extract information out of an imbalanced game. Ugh.
  • Angry Eldar Wraith Knight had a huge impact, increasing his points cost as a result.

Angry DEldar vs. Angry Daemons

Dark Eldar:

  • 9 Jetbikes with Blasters. Killed a unit of Bloodletters, keeping them off a capping point. Afterwards they got charged by a unit of Plaguebearers and got slaughtered to a man.
  • Archon with a unit of 6 Trueborn with Shredders. Their Raider got blasted by some lucky Soul Grinder shots and got reduced to my Archon and a Trueborn by a Herald of Nurgle casting the Nurgle Nova spell. They subsequently went headfirst into their adversaries and killed them all. Aaaand died to Nurglings the second they got out of the first Combat.
  • Shadowseer w/Mask of Secrets going with 4 Incubi and a Klaivex. Shadowseer pinged off three wounds on the Daemon Prince who then turned into a Maggot Lord. Wah. He then got a headache and died. Forever in my heart.
  • Ravager w/Twilight Annihilators. Exploded the second the Soul Grinder looked at it.
  • 2 Cronos Parasite Engines 1 with Probe and 1 with Vortex. Misunderstood rules and mistakenly thought they had S8. Don't ask. Anyways, charged a unit of Plaguebearers and got stuck in with the Soul grinder.
  • 7 Wyches with a Hekatrix with an Agonizer. Charged a unit of spawned Plaguebearers along with the Cronos and the Incubi. Afterwards they sacrificed themselves to tie up the Maggot lord. After it had dealt with the Wyches it went to tear apart my poor Cronos. They ended up having lost 5 out of 6 wounds.
  • Voidraven Bomber. MVP BABY! Single handedly killed his Grand Maledictor and then... Nothing. For a 200 points model that is excellent however!

Daemons:

  • 2 Units of 15 plaguebearers with a herald.
  • 15 Bloodletters with a herald
  • Grand Maledictor
  • Skarbrand
  • Nurgle Grinder with Phlegm Bombardment
  • Daemon Prince of Nurgle w/Power armour. Mastery Level 3.

Angry DEldar vs. Angry Space Wolves

Have you tried out an angry codex?