The Angry Initiative
Introduction
This is an initiative to improve internal and external balancing of codices and change rules to better reflect the fluff.
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.
Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything.
If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes made from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the relevant talk page or in my talk page. Angry Pirate (talk) 12:15, 8 January 2016 (UTC)
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 people to leave the hobby.
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 do this by nerfing the strongest units, which trade equally with their counters and outperform everything else, and secondly by buffing the weakest units, which trade equally with the units they are supposed to counter and get outperformed 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 somewhat 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 codices
Counters
What I want is that every codex is capable of countering every possible army.
What I mean by this is that There should be no unbeatable army, every codex should have a counter available that can effectively deal with any one specific list.
Secondly I don´t think any codex should counter any unit type.
Dark Eldar being fairly 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 the opponent from taking the unit type which the codex counters automatically, because you know that it will get countered by your opponent.
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). Some units have way too many sitations in which they are good in and some units have too few or no sitations at all.
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 UP 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 favorite unit or force you to take your least favorite unit.
Take What You Like
It is important that players are able to bring any of their models to the table. Their units might be countered by some lists, but somewhere out there there should be a competitive list that your fun army can beat. Your army should just randomly have all the counters for some army or you could say you should be able to build an army that is bad against any specific army. If you are presented with an army you should be able to build an army that is bad against that army and as stated previously, you should be able to build an army that counters the army.
Progress
End Goal
- There is an Angry Codex entry for every codex.
- There are no overpowered codices.
- There are no auto-include units in any codex.
- Every unit entry has a role in which it performs better than every other unit in the codex it is from.
- All units conform with their given fluff.
How Far Along Are We?
- Work on Codex - Knights Angry Edition is finished. All units are fairly balanced, fill a role and can theoretically be countered, the work that remains is giving all other codices access to anti-knight weaponry.
- Angry Necrons are in the alpha stage. The core units have been more or less figured out, but a lot of the fringe units have not been entirely thought out. Imbalance is expected.
- Angry Daemons are in the alpha stage. A lot of the core units may be imbalanced, some fringe units need sorting out. Imbalance is expected.
- Angry Dark Eldar are in the alpha stage. Only a few units have yet to be figured out. Imbalance is expected.
- Angry Chaos Space Marines are in the concept stage, which units need to be changed and into what is being considered. Imbalance is expected.
- Angry Space Marines are in the concept stage. Consideration is currently going into combining Blood Angels, Dark Angels and Space Marines (not Space Wolves) into a single Angry codex. Whether special rules like Stubborn and command abilities of Captains and Chapter Masters should be included is still being considered. Imbalance is expected.
- Angry Space Wolves are like the Space Marines still in concept stage.
- Orks and Tyranids are both in concept stage, a list of changes which need to be made is being worked out.
- Grey Knights are in concept stage, what is being worked on is not currently available but will be made available once it finishes its concept stage.
- Work on Tau, Cult Mechanicus, Skitarii, Inquisition, Harlequins, Khorne Daemonkin, Officio Assasinorum have yet to begin. Khorne Daemonkin and Officio Assasinorum are last on the list because they are both fairly balanced. Feel free to write down a list of changes you think should be made to any of these codices.
Current Angry Codices:
Codex - Necrons Angry Robot Edition
Wake your slumbering legions Necron commander, the time of the young races is at its end. Your ancient dynasty has finally reawoken after untold millenia, construct an army of the relentless and robotic Necrons and reconquer the stars!
Codex - Dark Eldar Angry Emo Edition
As humanity struggles to survive, the Dark Eldar creep out from the webway, intent on enslaving, torturing and murdering anyone they come across. Gather your forces from the wicked Wych Cults, wretched Haemonculus Covens and the merciless Dark Eldar Kabals and let the lesser races know that despite their best efforts at survival, they will never be more than your personal playthings.
Codex - Craftworld Eldar Angry Munchkin Edition
Points increases to a number of units, nerf to wraith units.
Codex - Harlequins Angry Clown Edition
Placeholder for eventual creation of a new fan edit.
Codex - Tau Angry Communist Edition
Placeholder for eventual creation of a new fan edit.
Codex - Orks Angry Greenskin Edition
Buff to boys, nerf to mek gunz. All walkers have Move Through Cover.
Codex - Daemons Angry Demon Edition
Summon your daemonic host Chaos Daemons commander, a warp rift into real space has opened and your host of daemonic entities stand ready to slaughter, burn, poison and flay the denizens of realspace. Soon all of realspace shall be broken and enveloped in an unending warp storm, all will be Chaos!
Codex - Chaos Space Marines Angry Anarchist Edition
Abaddon the Despoiler has once again called for a Black Crusade against the Imperium of Man and the Corpse Emperor. Gather your warband Chaos Space Marine commander, the eyes of the gods are fixed upon you, please them and the eternal life of daemonhood shall finally be yours!
Codex - Mutants and Heretics Angry Pagan Edition
Something like the Forgeworld codex.
Codex - Knights Angry Royalty Edition
Knights may be taken by CSM, cost 50 additional points and their stomp has been nerfed.
Codex - Astra Militarum Angry Guardsman Edition
The Imperium of Man is crumbling on all sides as aliens, heretics and mutants seek to overthrow the rule of the High Lords of Terra. Take up the gauntlet of strife and recruit regiments from over a thousand worlds, from the brutal Ogryns to the deadly Ratlings. The burden of mankind's future lies upon your shoulders general!
Codex - Space Marines Angry Smurf 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.
- Blood Angels is a Chapter Tactic with access to their unique units and barred from using certain units - https://1d4chan.org/wiki/Codex_-_Space_Marines_Angry_Smurf_Edition#Blood_Angels_Chapter_Tactics
- Dark Angels is a Chapter Tactic with access to their unique units and barred from using certain units - https://1d4chan.org/wiki/Codex_-_Space_Marines_Angry_Smurf_Edition#Dark_Angels_Chapter_Tactics
Codex - Space Wolves Angry Furry Edition
Gather your great company Space Wolf commander, Wolftime is nigh, Russ has once again been sighted, a new great hunt will soon begin. Construct an army of the the rebellious and rash Space Wolves and smite the enemies of the Allfather in your search for his son, and your primarch, Leman Russ.
Codex - Legion of the Damned Angry Hawk Edition
Codex - Ordo Hereticus Angry Stormtrooper Edition
Placeholder for eventual creation of a new fan edit.
Codex - Ordo Malleus Angry Exorcist Edition
Placeholder for eventual creation of a new fan edit.
Codex - Ordo Xenos Angry Trump Edition
Under construction, not quite sure where to go with this.
Codex - Inquisitors Angry Radical Edition
Placeholder for eventual creation of a new fan edit.
Codex - Grey Knights Angry Witcher Edition
On hold, this is unfinished and will be reworked.
Codex - Adeptus Mechanicus Angry Cyborg Edition
Placeholder for eventual creation of a new fan edit.
Codex - Officio Assasinorum Angry Dom Edition
First draft, untested.
Codex - Adepta Sororitas Angry Sista Edition
Placeholder for eventual creation of a new fan edit.
Codex - Tyranids Angry Alien Edition
Concept phase.
Codex - Genestealer Cults Angry Cultist Edition
Finished, untested.
Test games
If you feel an army or a choice is OP/UP you can say so in the discussion page of this article: https://1d4chan.org/wiki/Talk:Codex_-_Angry_Editions. You can say which unit you believe is OP/UP or just post an army, I will either test it out to prove that it is a fair choice or change its cost or rules. While I normally play with a number of house-rules, I will leave those out upon request.
Games done by Ravenous Eye Wargames
Our gaming group use a number of house rules.
- Tactical Objectives
- Intelligent Rhinos: Vehicles cannot 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, fan codices, perhaps 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.
-
- 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
Angry DEldar won.
Angry Daemons vs. Angry Space Wolves
Daemons were incredibly unfortunate and as a result lost horribly.
Angry Necrons vs. Angry Space Wolves with an Angry Knight
1780 vs 1850. God I swear, if I forget to bring the full army size once more I´m just gonna quit all of this shit. - Angry Idiot
Angry Necrons vs. Angry Space Wovles
I actually brought 1850 pts this time, still got my ass handed to me though. Neccrons
- Warlord: Overlord w. Warscythe on Catacomb Command Barge. I had planned on charging a unit which had dropped podded behind my lines, his unit fled and I got assaulted from the front by a pack of Thunderwolf Cavalry with the Thunderwolf Cavalry special character. My Lord killed his last Thunderwolf before the special character destroyed the Overlord. He chose the target priority command trait.
- 2*10 Immortals. They did some moderate damage to some space marines and his Thunderwolves, they were brutally murdered by my opponents Knight Crusader. The fact that their max unit size is 10 really hampers their survivability.
- 2*20 Flayed Ones. One squad came in from my table edge, the other Deep Struck in his backfield. The first squad did nothing because their initial target fled as a result of shooting, they ultimately did nothing and fell to the hands of the Crusader. The other squad beat up some his Grey Hunters with a wolf banner and a champion with a Wolf Claw. The second squad of course also ended at the hands of his Knight Crusader.
- 10 Deathmarks. Did 0 dmg against my opponent´s thunderwolves the turn they deep struck. Did some minor damage to a unit of Space Wolves and finiished off his wolf priest. They were killed by his... Knight Crusader.
- 1 Triarch Stalker. Along with the Warlord it gave my immortals BS 10, the old Nemesor Zahndrekh combo. It used it´s flamer to burn some marines, it was severely misused. It was destroyed by a shot from his.... Knight Crusader´s Thermal Cannon.
- 2*3 Scarab Swarms. One of the units ate a rhino the other ate his Warlords armour save, the warlord got away with one wound. One squad actually got killed by his warlord, the other got killed by his Knight Crusader.
- Doom Scythe... I brought it in the wrong place turn 2, expecting it to fire at the right target turn 3, it got killed by the Knight Crusader.
- 1 Annihilation Barge. This one got killed by his thunderwolves after it was immobilised by his deep striking Grey Hunters.
- Imotekh the Stormlord. Destroyed a Rhino turn 1 with his lightning strike ability
Knight and Friends
- Warlord: Harald Deathwolf.
- 10 Grey Hunters w. 2x Plasma, 10x CCW, Banner, wolfguard w. wolfclaw, Rhino
- 7 Blood Claws, wolfguard w. wolfclaw, Lukas The Trickstar, Rhino, Rune Priest, Runic Blade, LvL 2 Biomancy + Tempest, Ulrik The Slayer
10 Grey Hunters w. 2x Plasma, Drop Pod
3 Thunderwolf Cavalry, 3x Storm Shield, 1x Power Fist
- 1 Knight Crusader w. Thermal Cannon, Avenger Gatling Cannon and Twin Icarus Autocannon. It killed my army. I don´t think it´s overpowered though. In hind sight I should have focussed it down and killed it rather than just running around it. This particular one is very pricy and is actually very squishy compared to it´s point cost.
Conclusion The Knight had taken 0 Hull Points Harald Deathwolf had 1 wound remaining. He had completed 2 more objectives than I had. My army was gone. Swept away by a gentle gust of Thermal fury.
I think the game highlighted a fatal flaw in the Angry Necrons. I don´t feel like I have any other tactic to go for other than mass infantry. Beyond that I had come entirely unprepared against a Knight and the Knight Crusader is brutal against Necron Infantry.
Angry Necrons vs Angry Daemons
- 2030 vs 1850. Stomp in Necrons favour. Well at least it almost always produces a victory for the side which brings more points, I will take that as an indication of balance. I was extremely lucky and his psychic powers failed him horribly.
Angry Necrons vs Angry CSM
- CAD: Destroyer Lord w. Warscythe (Warlord) in 5 Canoptek Wraiths. 20 Necron Warriors w. Monolith. 10 Necron Warriors w. Night Scythe. 3 Canoptek Scarabs. 3 Canoptek Scarabs. 3 Canoptek Spyders. 1 C´tan Shard of the Deceiver (250 pts). 1 Transcendent C´tan (Knight-like LoW 400 pts)
- Wordbearers CAD: Dark Apostle (Warlord) in 20 Chaos Space Marines with close combat weapons 2 plasma guns. Dark Apostle in 20 CSMs w. CC weapons 2 plasma guns. 20 CSMs w. CC weapons 2 plasma guns. 35 Cultists with 2 flamers. 2 Forgefiends both w. 3 ectoplasm cannons. 1 Maulerfiend.
- Deployment: One of the two CSM units with a Dark Apostle got mark of Khorne and 2+ Sv, the other got mark of Khorne and +1 WS and I. Remaining CSM unit got mark of Slaanesh. Cultists got mark of Nurgle. I deployed my army 18" away from his because my units had infiltrate.
- Turn 1: Transcendent C´tan killed 27 MoN Cultists. Rest of my army shot a couple of CSMs and moved closer. My opponent did one wound to my Trans C´tan, killed a very small amount of Warriors and killed a single Wraith.
- Turn 2: Transcendent C´tan exploded his Maulerfiend. Warriors killed some more 2+ Sv CSMs. Wraiths and Destroyer Lord assaulted his 2+ Sv CSMs, killed a bunch and took a little damage in return. 9 Scarabs (6 of which had been produced by Spyders) killed one of his Forgefiends, spyders and the last 3 Scarabs destroyed his other Forgefiend. CSMs with MoS assaulted the 20 Necron Warrior a few of the Necron Warriors died. His remaining cultists killed my 8/9 of my swarms in the big unit.
- Turn 3: Transcendent C´tan did a wound to himself in the shooting phase and assaulted his second unit of CSMs w. MoK and Apostle. Having no real way to damage my C´tan in close combat and only 3 marines engaged with my Destroyer Lord before combat and my Spyders assaulting one of the CSM units. In close combat of my turn he surrendered.
- Conclusion: The CSM list wasn´t capable of abusing the C´tan weakness, they still weren´t too powerful, I was very lucky to destroy so many of his cultists turn 1. The maulerfiend was kind of expected, it should have gotten away since it would have lost close combat as well. The deceiver did very little because it´s so slow and even with Infiltrate it only did shooting, at which point I might as well have brought more ranged units instead. I think both new C´tan types are fun and fairly balanced taking into account I was fairly lucky with the Trans C´tan. Word Bearers tactics seemed pretty cool, about on par with what SMs get with their tactics I think. The Apostles didn´t achieve much with their blessings, but 2+ Sv on 20 models would have been a killer against any army but the Angry Necrons. I think they are worth it against certain armies, but certainly not Angry Necrons. Forgefiends weren´t very effective, but I didn´t bring a lot of models this game and had a huge deployment zone which allowed me to spread out to the point where he could get no more than 3 hits/cannon. Infiltrate certainly also limited their ability to lay down firepower on my Warriors.
Angry Necrons vs Angry DE
- CAD: Destroyer Lord in 6 Canoptek Wraiths. 20 Necron Warriors w. a Monolith. 11 Necron Warriors w. a Night Scythe. Transcendent C´tan. 5 Canoptek Scarabs. 3 Canoptek Scarabs. 3 Canoptek Spyders. 5 Deathmarks. 5 Deathmarks.
- CAD: Archon in Court of the Archon: 1 Medusae and 8 Lhamaeans in a Raider. 5 Kabalite Warriors w. Shredder in a Venom. 10 Kabalite Warriors w. Shredder in a Raider. 10 Wracks in a Raider. 10 Trueborn w. Xeriak Ammunition in a Raider. Razorwing Jetfighter.
Angry Necrons vs Angry DE
- CAD: 5 Crypteks all w. Harbingers of the Storm and Ether Crystals. Transcendent C´tan (Warlord). 20 Necron Warriors. 10 Necron Warriors. 15 Flayed Ones. 1 Monolith. 2 Ghost Arks. 3 Doomsday Arks and a Doomscythe on a Sky Shield w. Ready For Takeoff.
- CAD: Archon in Court of the Archon: 1 Medusae and 8 Lhamaeans in a Raider. 10 Wyches in a Raider. 10 Kabalite Warriors w. Shredder in a Raider. 5 Wracks w. ossefactor in a Venom. 5 Wracks w. ossefactor in a Venom. 10 Trueborn w. Xeriak Ammunition and Haywire grenades in a Raider. Razorwing Jetfighter. 5 Scourges w. 2 Blasters. 2 Ravagers w. TL Annihilators.
- Transcendent C´tan got to infiltrate for the third time in a row because of its warlord trait. It killed his Scourges and maybe a vehicle and then got killed after a number of vehicles and units shot at it. It didn´t betray me despite having lost 2 wounds one turn and then at 4 wounds the next.
- Crypteks and 10 Warriors survived for 3 or 4 rounds of combat against the Court of the Archon.
- 20 Warriors got locked in combat with Wyches. Stupid placement led to this, I was counting a little too much on my flayed ones counter charging turn 3 rather than turn 4.
- 15 Flayed Ones arrived turn 3 and then counter charged Wyches turn 4 after all the Warriors were killed. They murdered the Wyches and then murdered the remaining members of the Court of the Archon, ending the game in CC with the Archon.
- Monolith got haywired. Woke up again, got haywired again.
- Ghost Arks did very little, they aren´t worth it when they don´t have anything to heal.
- Doomsday Arks did absolutely jack. Not a single hit was made. DE had turn 1 and destroyed one of them and stunned another. The one snap-firing didn´t do anything and third rolled a 1 to hit. The remaining two were haywired and destroyed turn 2. My 20 Warriors could have shielded the platform from being assaulted by his Trueborn, instead they went into melee with his Wyches...
- Doomscythe destroyed one of the Ravagers and chased the other one, without killing it for the rest of the game.
- Conclusion: Doomsday Arks do not fit in a mechanized army, they need a meat wall around them to protect them. You need map control in order to protect them. A mechanized army has less map control than a mass infantry one does. I will try fielding the Skyshield Ark army again, but I think more warriors and/or Flayed Ones replacing the Transcendent C´tan will help the army gain map control. Also dice game, losing two Doomsday Arks worth of firepower before I got my first turn was quite devastating. I still cannot comprehend why my Doomsday Arks have done as little as they have the games in which I fielded them. 5 Crypteks was probably overkill as well.
Angry Necrons vs. Tyranids: /tg/ edition
- 1950 Necrons: CAD: Destroyer Lord w. Warschythe in 6 Wraiths w. Whip Coils and 4 Transdimensional Beamers, 2*20 Necron Warriors, Monoliths, Night Scythe, 3 Wraiths w. Whip Coils and 1 T Beamer, 3 Wraiths w. Whip Coils and 1 T Beamer, Monolith, 7 Deathmarks, 2 Doomsday Arks, Defence Line. The extra 100 pts stemmed from a typo in my Destroyer Lords cost 40 instead of 140. I will probably be using an app to organize my armies from now on...
- 1850 Tyranids: Without Numbers Detachment (it brougt out additional Hormagaunts whenever he lost Hormagaunts, Termagants and Gargoyles): Trygon Prime which made a hole which allowed for two units to arrive from it each turn, 40 Hormagaunts, 60 Termagaunts, Tervigon which summoned gargoyles instead of Termagaunts, 2 Biovores w. anti vehicle upgrades, 2 Biovores w. anti flyer upgrades, 3 Zoanthropes in a drop pod, 3 Venomthropes, 3 Hive Guard.
- Necrons won... Because I once again cheated, also I passed every single save for my wraiths the first three turns of the game (more than 10). Based on the fact that I cheated I cannot gather any information on external balance, on the other hand I did gather some information about Wraiths or more specifically the Transdimensional Beamers and Doomsday Arks.
- Despite having 6 Transdimensional Beamers they did not cause a single wound, I failed 5 4+ To Hit rolls and then failed the 3+ To Wound roll. My Wraiths were locked in combat all but one turn, while T Beamers might be good against certain targets, I don´t think I will be taking them again, I prefer my Wraiths to be cheaper and have more of them. Their low BS means a lot to the effectiveness of these weapons. Doomsday Arks once again did almost nothing, this time two Doomsday Arks inflicted a single, a single wound despite shooting 4-7 S D shots. I really like the Doomsday Ark, I just cannot roll To Hit for it.
Angry Crons vs. Angry Wolves
- Won´t get into too much detail, I brought a couple of Annihilation Barges to test if they would be OP against Astra Militarum, I played against Wolves instead... They are not OP against Wolves... I made a misplay and his Wolf Lord with Saga of the Warrior born pretty much instantly went up to 10 attacks and tore through my army. I nerfed Saga of the Warrior born a little as a result.
Angry Crons vs. Tyranids Hungry Swarmhost Edition
- CAD: Phaeron w. wraith body and warscythe. 3*10 Tesla Immortals. 2 Monoliths. 10 Pariahs. 5 Lychguard. Obelisk.
- Won 19/12, would have been a draw if I hadn´t swallowed a Carnifex with a Monolith and if my opponent didn´t also fail a 3" charge.
- Pariahs seem very powerful, I´m going to be testing them some more and see if my hunch is right.
- Obelisk is really fragile when shot at by anti-armour weaponry, which I geuss is fine. I need to develop a way to protect it for it to be worth it though.
Games Done by the Un'tan Collective
Our groups house rules are as follows.
- Eternal War Missions
- Static Objectives: Ignore the "Mysterious Objective" rule in all missions. In addition, in the mission "The Scouring" treat all objectives as being worth 2 victory points.
- Fair Play: No player may ever attempt to Seize The Initiative.
- Pain of Eternals: If a model with Feel no Pain also has Eternal Warrior it can make feel no pain saves against wounds with Instant Death. It can not however take saves from Deathblow destroyer wound.
Angry Necrons Vs Calm Inquisitors with Militarum Tespestus allies
1000pts Vs 1000pts Mission: The Emperors Will.
- Necron army list
Combind arms detatchment. HQ: One cryptek faculty, one Harbringer of The storm with lightning field (going with the 11 strong warrior unit), one Harbringer of Eternity with Chronometron and Timesplinter cloak (going with the Immortal squad). Troops: One squad of 10 Warriors, one squad of 11 Warriors and one squad of 9 Immortals with Gauss blasters. Elites: One C'tan shard with Pheonix Spawn, Soul Eater and Ghost Flight. Fast attacks: one squad of 3 Destroyers. Heavy support: One Monolith.
- Inquisitors with allies list
Inquisitorial detatchment. HQ: Ordo Xenos Inquisitor with Needle pistol, Psyker level 1, rad and psychotroke granades, Power armour, one servo skull and Force blade. Elites: One Inquisitorial henchmen group, two Jokaeros, one psyker, two servitors with plasma cannons, three acolytes with power armour and plasma guns and two acolytes with power armour and hot shot lasguns. Chimera as dedicated transport.
Allies detatchment. HQ: Militarum tempestus command Squad, one power maul and 4 hot shot volley guns, Taurox as dedicated transport. Troops: one squad of five scions, 2 hot shot volley guns, taurox dedicated transport. One squad of ten scions, 2 hot shot volley guns.
- Turn 1 Taurox killed a warrior. Destroyers caused 2 pens to a Taurox (Stunned).
- Turn 2 2 wounds lost on the C'tan shard. One Immortal dead by Jokaero las cannons. Monolith deep struck successfully and killed two scions. Immortals with the Chronometron got one 6 enough to wreck the damaged Taurox. Destroyers inflicted 1 hull point on the chimera.
- Turn 3 C'tan charged scion command squad to kill 3 and make the remaining get caught by sweeping advance. Shard was killed by plasma fire and the Inquisitors Needle pistol. Scions shot and killed a Destroyer. Warriors killed 2 scions.
- Turn 4 Monolith teleported in a Warrior squad in rapidfire range. Entire necron army (Except crypteks) shot at the chimera and finally managed to inflict 2 glances and wreck the chimera. The remaining Taurox and scions killed 9 warriors from the squad that had teleported in and 2 Immortals. The Inquisitor surrended at this point, as the Angry Necrons were ahead and he wouldn't be able to get to the objective.
- Conclusion: Inquisitor player made a mistake in only trying to kill Necrons and not going for the objective. He also got unlucky as a total of 6 models died to gets hot from shooting near or at the Phoenix Spawn C'tan. Warriors in total inflicted one glance and two wounds. Immortals were worth their points even at toughness 3. C'tan shard would have died earlier If not for Phoenix Spawn (though there was luck involved), having Ghost Flight which let it arrive to do damage and having some pretty good cover for two turns. From the battle however It felt like the Phoenix spawn upgrade is slighltly underpriced, 40 or 45pts is more fair priced for what it does. Chronomancer was about worth its points, choronometron was useful but did not have too much of an impact (about right). Warlord rolled on the angry Necrons trait table and after reroll got Tomb defender, which was useless in the current mission. units preformed decently overall.
Angry Necrons Vs Calm Inquisitors with Militarum Tespestus allies: Game two
1000pts vs 1000pts Mission: The Scouring.
This game was played right after the one above, with the same armies as above with the following exception: C'tan shards Pheonix Spawn power was switched out for Nightmare Tentacles.
- The Difference: First turn the Inquisitor focused most of his firepower in taking out the Destroyers and succeded, granting first blood and a point for destroying a Fast attack choice. One warrior squad inflicted 1 glancing hits on the chimera. The destroyers inflicted a glance on the chimera before being destroyed. C'tan took out the last hull point on the chimera with its tentacles and in the following shooting phase was destroyed by the Inquisitor and its henchmen inside. Monolith arrived and brought with it the Immortal squad from reserves to just barely wreck a Taurox. The Immortal squad was focused down to all but one Immortal and the warlord Cryptek (who promotly went back into reserves from the Eternity gate as soon as they could). After that the Inquisitor spread out his forces to grab the objectives and got a victory by turn 6.
- Conclusion: While not an overwhelming victory the Angry necrons did quite worse in the second game loosing both their heavy hitters early on. The C'tan shard showed its more frail nature and didn't nearly make up for its points this game, however a lot of that was caused by tactical errors. The destroyers took a decent bit of fire but would have gone down by the opponents firepower most of the times.
Angry Orks Vs Angry Imperial Guard droop troops, a Calm Inquisitor and their Imperial Knight ally: Game one
1850pts Vs 1850pts Mission: Big guns never tire
Angry Ork warband
- Ork warband detatchment. Lord of war: Kustom Stompa with 3 big shootas, deth kannon, supa gatler, giga shoota, deff arsenal and a Mega-Choppa. HQ: Ork big mek with fixer uppers, force field and thinkin' kap (Warlord). Ork mek with grot oiler. Troops: Three Mobs of 12 boyz each with nob, power klaw, boss pole and each nob has eavy armour. Dedicated transport: Three trukks. Heavy support: Two mega dreads with rippa, kill kannon and grot riggers. One meka Dread with 2 rippas and mega charga.
Calm Inquisitor and his angry army
- Inquisitorial Detatchment. HQ: Ordo xenos Inquisitor (Warlord) with power armour, Psyker, force sword, conversion beamer, psystoke granades and rad granades. Elites: Inquisitorial Warband with 2 jokaeros, 1 psyker, 3 servitors with plasma cannons and 5 acolytes with power armour, 3 with plasma guns and 2 with hot shot volley guns. Dedicated transport: Chimera with heavy bolter, storm bolter, hunter killer missile and psybolt ammunition.
- Angry Imperial guard drop Troops detatchment. HQ: Company command squad with carapace armour, camo cloak, deathmask of ollanious pious, blade of conquest, vox caster, medic, 2 plasmas and lucius 98 pattern lasguns. Troops: Veteran squad, 10 models, with granadier doctrines, vox caster, 2 plasmas and lucius 98 pattern lasguns. Elites: one tempestus Platoon. One tempestus command squad with 1 power sword and 4 hot shot lasguns. Two storm scions squads of 5 members, with vox casters and 2 hot shot volley guns in each. Dedicated transport: three taurox primes, one with hunter killer missile.
- Angry oathsworn detatchment. Lord of war: Knight paladin with 1 melta gun and twin icarus autocannon.
- Turn 1 Ork Kustom stompa shoots at and destroys the knight (the Knights ion shield was not in the stompas direction). Knight goes apocalyptic and explodes, destroying all the nearby tauroxes and chimeras, taking out most of the Inquisitors army. The Inquisitor player concedes.
- Conclusion: Be careful where you place your Ion shield. And for that matter, where you put your titans.
Angry Orks Vs Angry Imperial Guard droop troops, a Calm Inquisitor and their Imperial Knight ally, Game two
1850pts Vs 1850pts Mission: Big guns never tire
Angry Ork warband
- Ork warband detatchment. Lord of war: Kustom Stompa with 3 big shootas, deth kannon, supa gatler, giga shoota, deff arsenal and a titan close combat weapon. HQ: Ork big mek with fixer uppers, force field and thinkin' kap (Warlord). Ork mek with grot oiler. Troops: Three Mobs of 12 boyz each with nob, power klaw, boss pole and each nob has eavy armour. Dedicated transport: Three trukks. Heavy support: Two mega dreads with rippa, kill kannon and grot riggers. One meka Dread with 2 rippas and mega charga.
(Slightly less) Calm Inquisitor and his angry army
- Inquisitorial Detatchment. HQ: Ordo xenos Inquisitor (Warlord) with power armour, Psyker, force sword, conversion beamer, psystoke granades and rad granades. Elites: Inquisitorial Warband with 2 jokaeros, 1 psyker, 3 servitors with plasma cannons and 5 acolytes with power armour, 3 with plasma guns and 2 with hot shot volley guns. Dedicated transport: Chimera with heavy bolter, storm bolter, hunter killer missile and psybolt ammunition.
- Angry Imperial guard drop Troops detatchment. HQ: Company command squad with carapace armour, camo cloak, deathmask of ollanious pious, blade of conquest, vox caster, medic, 2 plasmas and lucius 98 pattern lasguns. Troops: Veteran squad, 10 models, with granadier doctrines, vox caster, 2 plasmas and lucius 98 pattern lasguns. Elites: one tempestus Platoon. One tempestus command squad with 1 power sword and 4 hot shot lasguns. Two storm scions squads of 5 members, with vox casters and 2 hot shot volley guns in each. Dedicated transport: three taurox primes, one with hunter killer missile.
- Angry oathsworn detatchment. Lord of war: Knight paladin with 1 melta gun and twin icarus autocannon.
- Turn 1 Knight shot at stompa with battlecannon but Both shots scattered, it blew up a building next to it though. Veterans shot at the stompa but Did no damage. Psybolts from the Chimera blew up a trukk for first blood. Stompa shot at Knight and caused 4 hullpoints. Orks from a trukk assaulted the veteran squad and wiped them out.
- Turn 2 Knight charged orks and managed to overrun them (stomp attacks did the most damage), but lost a hullpoint. Stompa shot and caused 2 hullpoints to the kings, 2 hullpoints to the chimera and 1 on a taurox.
- Turn 3 The knight charged the Stompa. With some luck it caused 6 hullpoints. The stompa then wrecked the knight. The knight went apocalyptic and caused a destroyer hit on the stompa, which rolled a 6. As a result Both titans exploded, Both meks inside the stompa perished in the blast and the explosions hurt a nearby trukk. (Yes, It was quite awesome). Some boys also died. (dreads are still not close enough to assault).
- Turn 4 Inquisitorial reserves still does not arrive due to poor rolling. Psyker heavyflamered the ork trukk, caused one pen and one ork dead. Heavy bolter wrecked a trukk. 3 boys died to Jokaero heavy flammers. Boys disembark from a trukk to Assault and wreck the chimera, the meka Dread managed to charge the scion squad and kill 3 of them. Some guardsmen Died to gets hot from their weapons, but caused a hullpoint on a mega dread. Mega dreads finally in close combat managed to wreck a taurox. A single boy and a single nob charged a taurox with one hullpoint left, the nob had a powerclaw, but the boy wrecked the taurox before the nob could even attack it. (Said boy is now a nob for his feats in waaagh).
- Turn 5 Inquisitor wrecked the last trukk. The rest of this turn was both armies going over to take what objectives they could. The game ended in both players having the same amount of points, resulting in a draw.
- Conclusion: Angry ork boys are pretty balanced for their points costs, though maybe they are actually a bit underpriced, so far they are not. Dreads are so slow that they Hardly get to do much in a battle. Knight was Lucky to "take out" the Stompa. Scions and droop troops were seldom near viable targets for them in this mechanized list and this underpreformed some. Overall it was a balanced game.
Angry Orks vs Angry Necrons
2000pts Vs 2000pts Mission: Crusade
Angry Ork Warband
- Ork warband detatchment. Lord of war: Kustom Stompa with 3 big shootas, deth kannon, supa gatler, giga shoota, deff arsenal and a mega choppa. HQ: Warboss (Gutcruncha, warlord) With Bike, Lucky Stikk, boss pole, eadwhoppa and attack squig. Big mek with bike. Big mek with bike, big choppa, shock attack gun and gitfinda. Troops: three mobs of 12 boyz each with nob, power klaw, boss pole and each nob has eavy armour. Dedicated transport: Four trukks. Elites: Nobs with big choppas. Fast attack: 12 Bike boyz.
Angry Necron Force
- Combind arms detatchment: HQ: Cryptek faculty with three harbringers of the storm and one with lightning field, one Harbringer of despair with Veil of darkness and one Harbringer of eternity with Timesplinter cloak and Chronometron (Warlord). Anrakyr the Traveller. Troops: Two squads of 20 warriors, One squad of 10 Tesla Immortals. Elites: The Nightbringer. Fast attack: 5 Destroyers, two squads of 5 Scarabs. Heavy support: Spyder with fabricator claw array, one Monolith.
- Turn 1: The three ork trukks on the front line, retreats... This threw up necron positioning quite a bit. The ork player made sure three of his trukks filled with boyz and nobs were not very useful for most of the game, but in the same move he made sure of the same to my Immortals and Scarabs. An excellent example of kunnin' ork taktiks. The stompa shot it's kill kannon at the destroyers and blasted down all five. Needless to say I was disappointed. Warriors to far away to reach, Immortals and scarabs not in threat range, destroyers removed and the rest of My army in reserves. One scarab squad moved closer to the ork trukk with the big mek. Stompa killed 2 scarab bases, 2 immortals and 1 warrior which was caught in a blast. The Nightbringer was out of its line of sight. Ork Bikes moved up.
- Turn 2: Anrakyr, the harbringers of the storm and Harbringer of despair deep struck behind the stompa. Anrakyr used his mind in the machine, and rolled an 11... (Even with a 91,67% chance to succed I managed to fail the roll). The ethermancers all shot at the stompa causing 6 hullpoints (This was when their weapon were assault 4). The monolith deep struck next to the retreating trukks, and used it's portal to bring in the Nightbringer, who shot at a truck and Caused a pen, the monolith wrecked said trukk and caused a glance to another. Monolith blocked the stompas line of sight to the Nightbringer. The stompa turned and shot at the Cryptek faculty, and with some of its guns and the dakka guns from the Bikes (who moved back so they could fire) the entire squad was obliterated. One squad of warriors shot rapidfire and took out one ork bike, they proceeded to charge the bikes, mostly to hold them up, however in the Assault phase managed to destroy 2 ork bikers (quite lucky rolls).
- Turn 3: The ork trukk boyz charged the Nightbringer, who stared 7 of them dead. The orks held it up though. Scarabs having Nothing better to do went up to a huge building on the field and reduced it to a smouldering ruin. Monolith caused a glance to the stompa. Stompa killed 9 warriors, 2 Immortals and a swarm base. Bike orks finally took out the necron warrior squad, Holding them up for two turns were however good results.
- Turn 4: Nobz and the other squad of trukk boyz charged the Nightbringer, who stared another 23 orks to death. The ork nobs managed to put down the Nightbringer, who in the explosion killed off most of the surrounding orks, and blew up a trukk. It also shot at the monolith causing a glance before being removed. Ork boys shot at the remaining scarab swarm and charged them through the ruins of the building, managing to take out three bases. Monolith brought out the warrior squad with the warlord, shooting at a remaining group of orks, taking out a few boys. Immortals killed 3 boyz.
- Turn 5: Bikers shot and charged the warriors, warriors struck first and took out one bike, but was then obliterated. Stompa shot and took out a few more immortals, having very few targets left. The monolith fired all it could at the stompa causing 1 glance. The stompa caused 2 glances on the monolith. Stompa tries to charge the monolith but falls its charge.
- Turn 6: At this point the necron side was mostly barren, scarabs and Immortals being cleaned up by shooting, what remained was the spyder and the monolith. Spyder repairs the monolith and it Will not die actually works leaving the monolith back at 3 hullpoints. Now the battle is a combat between the stompa and the monolith. Monolith fires all it has, but it amounts to Nothing. The stompa charges successfully, but only causes 2 hits, one rolles a 1, te other does 1 hullpoint. Game ends with Both fighting but non able to fell the other.
- Turn 7: Turn seven was just checking how the result would have been If tje game continued, and the stompa wrecked the monolith as expected.
- Conclusion: I did not position My destroyers or faculty admireably this game. Which costed me a (the) good chunk of my army. After loosing the Cryptek faculty I had little left to deal with the stompa. (The Nightbringer being caught up in other buisness). Neither did I account for ork kunnin' (how would I guess that orks would retreat?). Warriors did very little in the game, except for holding up the bikes. The Nightbringer did quite well, but still didn't manage to bring up its point cost in casualties. Ethermancers, while not well positioned, did about as expected with their 4 shots each. However taking them in smaller squads with only 3 shots each would lower their effectiveness quite a bit.
- Necron Warriors: Warriors still did very little. The squad holding up the bikers did the best of I believe all angry warrior squads I have used so far, and they still did not get their point cost back. They are still useful enough not to be a waste, but so far they feel more like a tax on an army than anything, which seems very strange.
Have you tried out an angry codex?
Your codex vs enemy codex
Your army list.
Opponents army list.
How did your units perform?
Maybe some thoughts about which units you currently think are under priced or overpriced.