Wednesday, November 17, 2010

Brainstorm: Why don't I like Loganwing?

Or, a thought experiment.

Lets say I were to start logan wing. If you don't know, Loganwing is the term for Wolf Guard heavy space wolf armies (with Logan Grimnar as the HQ) if you take five man squads you can have a terminator with a cyclone launcher in those squads, quite strong for 5th edition. As a friend put it, "It's an army that excels at killing mech, without having any mech of it's own."

My problem is, if I played loganwing, all the majority of my army would do, would be wander around and shoot missiles. I happen to like high mobility. So, what is highly mobile and can still make loganwing quite strong....DROP PODS! So, my logan wing would probably involve a lot of drop pods and combi-weapon wolf guard, I may actually trade-down a few CMLs for Assault cannons in this case, to make sure I have suppression fire (especially against AV14).

But why would I do this? Podding down takes away one of their big advantages, which is being able to open fire on you from turn 1, and keep the pressure up. The reason? My playstyle. Everyone has a playstyle it seems, they have builds that they like, and playstyles that they like. Personally, I like charging up and jumping out of my transport to go kill something. (note: this is a pretty bad tactic most of the time) I think there's also something about me not wanting to do things that other people have done. I want to do new things, to explore new territory. I'm not interested in tried and tested tactics, I want to try something new and unique. If I do use tried and true tactics, I do it in my own way.

So this is why I don't play Loganwing.

Thursday, November 4, 2010

The Current Razorwolf List

So, I'm trying to write up an army and build it.  I have about 40 marines to work with, and I'm trying to fit them into a list...here's what I've been thinking of running mostly, if my points are off, I'll fix it when I get home.

HQ: Rune Priest, Living Lightning, Murderous Hurricane, Chooser of the Slain 110 points

           (Standard space wolf HQ, but I only have this one, if I had two I would do double-jaws, but one jaws isn't worth it, and the chooser is just good, especially when crossed with Living Lightning)



ELITE: 5x Wolf Guard, all with Power Fist and Combi Weapon (43 points each)  These guys go with my four grey hunter squads, one hangs out with the wolf scouts.



ELITE: 5x Wolf Scouts, all with melta bombs, one meltagun 105 points

           (Disruption unit, one of the best at the job too, especially with a wolf-guard running around with them.)



TROOP: 5x Grey Hunters, Flamer, Assault Cannon Razorback with armor 165 points

TROOP: 5x Grey Hunters, Melta, Razorback with armor 140 points


           (These guys are flankers and contesters, mobile shooting, I may go with the las-plas, or not, the assault cannon is proving to be a useful gun, but the bolter-back is cheep)



TROOP: 8x Grey Hunters, Melta, Wolf Standard, Extra Armor Rhino 185 points

           (These guys are for holding/assaulting objectives, not just contesting them, the rune priest also rides around in here, blasting lightning at tanks and shooting whatever needs to walk slower with a windpocalypse)
TROOP: 9x Grey Hunters, Melta, Wolf Standard, Extra Armor Rhino 200 points

           (Yet another objective squad, only this one is supposed to go out and kill things, provide an anchor in the center of the table)


THE STANDARD LONG FANG FIRE SUPPORT SQUADS. (Should explain itself really, though with some lascannons thrown in, because I don't have enough missile marines.)



The only thing I worry about, is Fast Attack, I could go with either a trio of speeders, or some Thunder Wolf Cav. The Thunderwolves did great in test games, but they rolled REALLY hot on their stormshields, can't count on that every game. The speeders seem more useful in general, but without the thunderwolves I have no 'rock' unit in combat (which is ok, actually, after running a nobstar in my ork army I'm really tired of combat-rocks)

What do you think? Good? Bad? What would you change?

Monday, November 1, 2010

Why Speed Freaks?

Alt: What is the blog about?

Well, when my favorite mecha game had it's servers shut down by a company known for pushing terrible games and letting good games stagnate, I had to look for an alternative.  I had heard about DoW, but my computer couldn't run it, so I started looking into the tabletop game.  I hadn't built or painted a model in forever, but I had played the Mechwarrior Clix game back when that was a thing, and I remembered having fun even when I lost all the time, this couldn't be much different right?

So after haunting Dakkadakka and poking around on the internet, I fell in love with the orks, but not just any orks, the Speed Freaks.  Orks who are obsessed with going fast.  Because I too like my games to be fast, I love flying/racing games, even inside a slow-paced mech game I find ways to go faster!  Gradually, I have come to like two other armies, and am in the process of buying one (I'll buy the third when they get a new codex)

I like Orks, Marines, and Eldar, because they do what I like to do in 40k, zoom around the table while blowing things up.  Naturally my orks are the Wagon Blitz variety (with a few trukks for flavor), my Marines are mostly mechanized, with a little of a static element.  My eldar...well, idk, but they will certainly be heavily Saim-hann themed when I ever build them.

My progress on the marines is slow, but steady, just need more rhinos, my orks are mostly done, in fact I can field a close to fully painted (not well painted...just fully) mech-ork army.  It does well enough, but it needs more options, like a biker boss and a sneaky-boss (Projects I am working on)