After being devastated by Blood Angels in 2 consecutive games I figure it’s actually a good idea to do some research about any opponent prior to playing.
I’m gonna check Wahapedia next time before I play Edward’s Blood Angels again. Some light research about your enemies always helps. I think…
One thing to note about Blood Angels. They hit hard in melee as they get tonnes of bonuses when they charge and their weapons. Plus Edward’s troops were mostly on Jump Packs which gave much bigger movement distance.
Anyways, for those of you new to the hobby here’s the link to Wahapedia which is a great free resource to check out stats of other armies.
Warhammer 40,000 is table-tap war game but in 9th Edition it’s a game that’s very much about accomplishing mission objectives. In order to secure Victory Points players are rewarded for accomplishing 2 sets of objectives:
The Primary Objective of the Mission being played
Mission Secondary Objectives or Faction Secondary Objectives
You get more Victory Points for securing Primary Objectives but being able to accomplish Secondary Objectives especially those that are faction-specific can also help you win a game.
In my last outing against some Blood Angels I made the mistake of being over eager to get my Skorpekh Destroyers into combat and failed to capitalise on an unoccupied Objective Point which I could have easily secured if I had used my Veil of Darkness relic. Oh well.
Something to keep check out in games is to always remember that it’s not always about killing your opponent (unless one of your Secondary Objectives is to wipe out enemy units; if so then proceed to kill them all, heh heh).
Till next time hope this basic tip helps you out in your next game.
As I gain more experience gaming I realise that familiarity with the faction you’re playing with is key and that’s why I’ve been spending a lot more time playing Warhammer 40K games with my Novokh army.
Prior to my last match-up against Edward, I spent quite a bit of time going through my Necron Codex picking out Strategems that I’d like to use plus taking note of special rules & abilities that applied to the units I was fielding. This included taking note of Novokh-related bonuses in particular.
As a result I came up with a simple spreadsheet that lists down everything that I need to know as a quick reference of sorts. I didn’t manage to get it to this state that day and spent some time after the game to tidy it up a bit more for future games.
Click on the button to view the Google Sheet I created:
Even though I lost, I played a much better game against my Blood Angel opponent because of the prep work. The final score came up to 66 vs. 45 victory points and that was more because of my over eagerness to get into melee with some of my units.
Necron Tip: One thing to note about playing Necrons is the Command Protocol bonuses that changes in each round of Battle which I had missed out on the first time I fielded my Novokh.
Hooray! It seems like I’m getting a lot more game time lately which has taken me away from actual hobbying. I’ve not done much building & painting lately but that’s fine cos’ it feels GREAT to be able to take my minis out for games.
I finally got around to playing a complete game of Kill Team and I must say that I really like the latest edition of the game. It’s fast paced (unlike Warhammer 40,000) and you spend less time waiting around. The main reason-being players alternate turns in moving their units and even if you have less models on the table; there are rules that allow your remaining troops to take out their enemies.
My opponent Tabah fielded the full squad of Kriegsmen from the Octarius box whilst I took my Ork Kommandos out for a spin! We had a fun time rolling dice and we spent about 2-and-a-half hours playing largely because we were a little unfamiliar with all the rules. The time went by just like that and all in all I am liking what Games Workshop has done for Kill Team.
Here’s what I like about the new edition:
Each model has a lot more wounds/hit points which increases their survivability
The Action Point Limit system is great as it allows elite type armies like Space Marines to do more on the field which evens up the odds against opponents who can field more troops
Stratagems & tactics are simpler which makes it easier to use during games even for noobs
No waiting around! Because players take turns to move their units; all players are fully engaged. Which is a lot more fun compared to the turn-waiting of Warhammer 40K!
Pretty much every weapon has no range restriction which means there’s almost always a target you can open fire on (except for really short range weapons like pistols)
I played my first game of 2022 all the way in Cyberjaya a couple of weekends ago which turned into a 2 vs. 2 game between the following factions:
Faction 1 was made up of 500++ points of the following Space Marines:
Blood Angels (Edward)
Salamanders (the Marzuki brothers)
Faction 2 was made up of 500++ points of the following traitors & xenos:
Thousand Sons (Mohsen)
Novokh Dynasty Necrons (yours truly)
I must say that playing Warhammer 40,000 requires you to really know your army and the various strategems and abilities so it’s worth it to spend the time the day before to go through your codex to pick out some key unit abilities, faction abilities and stratagems you’d like to use. Preparation is pretty important if you wanna at least give your opponent a decent fight.
My Novokh Dynasty dudes really didn’t perform that well that day and I think it’s partially because I missed out on using some of the rules & strategems especially that would have helped them to land more hits in combat. I especially forgot during one turn to enact Reanimation Protocols which was a waste!
On another note I think the Blood Angels fielded by Edward had a lot going for them in terms of his choice of units & what they were armed with. Experience certainly does pay off in Warhammer 40K. Also props to Mohsen and his Thousand Sons; if not for them I think my side wouldn’t have done so well. Nuff’ said.
In one of my crazed buying sprees I managed to get a deal where the seller sold me a Technomancer and that’s how this dude came to be in my collection. To be honest I wasn’t really looking to get him at that point in time but now that I have him all painted up he (or it?) is a pretty cool HQ to have on board.
I have yet to field him in battle at the time of writing of this article so I’m not too sure how valuable he’ll be. According to the Necron Codex this guy has some equipment & support abilities which can help his fellow Necrons perform better in combat & also to increase their chances of survival in the grim darkness of the 41st millennium:
Canoptek Cloak: Gives him the ability to fly and to repair a model within 3″ once per turn; restoring D3 lost wounds
Canoptek Control Node: A model within 6 inches adds 1 to their attack hit rolls
Rites of Reanimation: In the Command phase, a Technomancer is able to reanimate a model within 6 inches of him; if the unit are Necron Warriors then D3 models are reanimated. This ability is useable once per phase.
I’ve got an upcoming 1,000 point game and I think I’ll give him a spin and include him in my list. Besides, how can you not love him and that little spider-like thing he sort of rides on.
Till next time here’s a quick 360 Showcase video and happy hobbying!
I love these guys! They look really menacing and because of the large torsos, painting them was a joy as it allowed me to utilise a lot of red which makes them really stand out on the table top.
What’s also cool is the different head options that come with each unit of which my favourites are the multi-eyed ones that are very reminscent of the designs of the robots in the Matrix.
Tactically, these guys are Fast Attack units with a 12″ movement which allows them to zip across the game board and to close in on units fast! They also have an ability called Wraith Form which allows them to move horizontally through models & terrain features. DEADLY!
As I get more games under my belt; one of the things that I’ve learnt is to consider the types of complementary buffs that you’d like your units to receive from your HQs alongside other abilities that are unique to your chosen faction/sub-faction.
In Warhammer 40,000; every army list that you put together requires a HQ unit to be part of your list. So depending on what you’d like to do pick a HQ unit alongside any Warlord traits and other equipment loadouts that complements the style of play you intend for a game. This layer of strategy is what makes Warhammer 40K interesting.
In my recent army lists I picked my Skorpekh Lord as the HQ and also selected other abilities, etc that would help my troops do better in melee. Here are some of considerations and the thinking behind some of my choices for my Novokh.
Making use of the Skorpekh Lord’s United in Destruction Aura which gives Destroyer Cult units within 6″ of it re-rolls if they roll 1’s when wounding (this negates bad rolls hopefully) but what this means is that I need to keep the units like the Skorpekh Destroyers close to the Skorpekh Lord.
I gave the Skorpekh Lord the Blood-Fuelled Fury trait unique to Novokh as it gives him the ability to inflict Mortal Wounds upon an unmodified wound roll of 6 (which makes him potentially more deadly once he’s closed in an enemy) – but I could also utilise other traits such as the Thrall of the Silent King to extend the range of the Skorpekh Lord’s aura or Implacable Conqueror to re-roll charge rolls.
I was also particularly keen on being able to take advantage of the Protocol of the Hungry Void + Awakened by Murder Combo which would give the following benefits in the turn where Protocol of the Hungry Void is active:
+1 to charge rolls
If a unit charged, was charged at or if it performed a Heroic Intervention gain a +1 to AP and a +1 to its Strength characteristic
+1 AP improvement on an unmodified wound roll of 6
Command Protocols: Necrons are able to get additional bonuses from different protocols that take effect in each round of battle. What this essentially means is that Necron players benefit from different buffs which change every turn.
The idea behind all the above is to be more deadly in melee especially since quite a number of the models in my army are melee-centric; namely my Skorpekh Destroyers and Canoptek Wraiths.
If you’re new to the game, do spend time to read your army’s codex prior to a game and pick out Strategems, etc that you intend to use that really complements your play style. Tactically it always helps if you are able to re-roll bad rolls or improve the number of dice that goes into a particular roll.
Hobbying can be a very personal journey especially if you’re the type who looks to weave a tale as you build each unit in your army.
In my head, the narrative that I’ve put together suggests that this squad is doing their best to survive in a drawn out war of attrition. The equipment they carry also depicts them making do with whatever they have on hand; which is typical of hardened troops like the Death Korps of Krieg.
These minis also depict the squad being a little more at ease, perhaps having a short respite as they await orders for their next charge.
As Kriegsmen were quite likely based on real world troops, I tried to pay homage to French infantrymen who were involved in the trench wars of World War I. The Battle of Verdun demonstrated the courage of French soldiers in what is one of the bloodiest battles of attrition in history.
“ON NE PASSE PAS!”
The next time you’re hobbying why not take some time to tell a story in the way you assemble your miniatures especially if you have a particular squad or unit type that you’re fond of.