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Spicerack's X-Wing 100pt List

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Well, since everyone else is doing it, I thought I might as well post my list as well. As the only Imperial player among us, I have had the unique opportunity of using the Phantoms and Defenders to death. After some initial success with both Phantoms and Defenders it has quickly become apparent (whilst getting annihilated by Crazy’s anti-Phantom list) that these ships have their limits.  Whilst I love them both dearly, the meta has definitely shifted to cater for these unorthodox threats, and will continue to do so as the new Rebel Aces and the pair of large turret ships are released later in the year. So I've been doing some thinking as to what I do now. One of the things I’ve come to notice whenever TommyH or Crazy bring up the latest tournament results is that there’s always a TIE swarm in the top 10. More often than not there is a swarm list placing; the most recent I’ve seen was a first place with 4 Obsidians and 4 Academies. However your conventional TIE swarm works something...

The Pask Brigade.

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Time to talk some more guard options. I wouldn't say that it's a hugely competitive option for your army, but it might be worth considering against your mates or in a tournament that is on a 4x4 board. Here are the basics: Pask in a Leman Russ Punisher. 2 x Leman Russ Eradicators. SO, where to get started. Why have we chosen to use Pask in the first place? Well, he isn't a bad choice. He was okay in the last book, and only got better in this one. Choosing him in a punisher will give the 20 shots rending, which is a great bonus. The 24" range is greatly debilitating on 6x4 boards where your opponent can escape the 30" range. Consequently, as I said before, the best option for this unit is whilst playing a 4x4 board. It's not invincible, Meltaguns/Wraithcannons, or anything else will still cause you problems. One option to keep this lot alive would be to combine this with a fearless blob of conscripts, OR bring a bunch of Primaris psykers and hope for 4+ invul. ...

DKK: Death Rider Unit Breakdown.

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In my opinion, Death Riders are one of the best units in 40k. Okay, so they die pretty horrendously to Broadsides ignoring cover, but what doesn't these days? Let's look at Death Riders in focus, and see what we can do with them. The best attributes about these guys is that they come with two wounds EACH. Second to that is their WS4 and Carapace armour. Third to that is Frag, Krak AND FNP 6+. Not to mention that they are cavalry with a re-roll on dangerous terrain tests. All that for a point more expensive then a standard marine! Furthermore, being able to take them in a platoon has some awesome potential for an allies slot. In fact, it is likely to be more cost-efficient that way. I'll talk about this later though. Damage: First charge and Frag Grenades means you are hitting at a higher Initiative then most ground infantry, and this is where the real damage potential of these guys come in. However, even after the first round of combat, you're still getting 4 attacks p...

Stormlord and Heavy Weapon Teams.

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Hmm, interesting on for Guard players. Heavy Weapon teams rarely see use these days, they are just too vulnerable. However, what about sticking them in a Stormlord? This is something to consider seriously. Super heavy transports can take on as many squads are you wish, just as long as you keep within the transport capacity. Two ways I see this happening. Heavy Weapons: Drop the entire platoon into this thing. Including the command squad, two infantry and a load of Heavy Weapon Autocannons. Place an objective either side, load up some Void Shield Generators and/or Skyshield and sit back providing long-range fire support. Up to 20 models can fire out of the troop bay, so you can get a lot of shots going out. The ONE problem with this is the limited firing arc of the troops bay. With the turret smack bang in your way, you are looking at having to park the tank at and angle. Remember though, you can rotate on the spot without it counting as moved, so you can move the firing arc as you so w...

The Zombie Apocalypse

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As some of you have read in recent posts, Crazy424 likes his meta-lists. The most recent of these takes the form of a couple of HQ choices and lots of Zombies with some Chaos Spawn thrown in for good measure. I'm always up for disproving meta-lists so we arranged a 1500pt, three player 'Battle Royale', Ruby playing his beloved Space Marines, Crazy424 playing a version of the Zombie list (with 100+ Zombies) and me playing mostly Orks (with a Wraithknight thrown in just because Ruby hates it). The first scary part about playing against the Zombie list is the sheer number of models. Crazy was proxying all of them (not a single correct model to his name) and the deployment was terrifying - his models completely covered one edge of a 72" board at least three models deep! Add to that the extra infiltrating Zombies who appeared with 18" of both of our lines and it makes a formidable sight. Then there's the Spawn who are terrifying in small numbers, let alone when the...

Ethereal Snatch, The Campaign Begins!

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Siceralc - Over the last few weeks most of us have been playing the meta pretty hard, and we've decided to give it a break and indulge our desire for fluff. What follows is the first of several scenarios we plan on playing over the next few months, and we hope to develop the games as we go along. The suggestion has also been made that we flesh out these scenarios with some narrative fluff, so with no further adieu I give you Part One of the Perdus Rift Campaign, story and battle report. Unity. Prosperity. Peace. There could be no higher calling than upholding these tenets of the Tau way, but by the Greater Good the longing for real political debate was overwhelming. How had he been so stupid as to request a field assignment? Just how exactly had he ended up as a political attache to a forsaken mining expedition on the eastern outskirts of the Perdus Rift? Surely this was a role for one of the Water Caste? Aun’Li could not fathom why a member of the Ethereal Caste was ...