Return of the Rhino Rush?

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Hello readers, Ralshenik here to discuss a couple of things about 7th edition.  At this point most of you have probably heard the lunacy regarding things from the psychic phase to daemonology.  You’ve probably also heard about the demise of many of the top lists from 6th edition; Ovesha Star, Daemon Flying Circus, and (to some extent) the Eldar Seer Council.  Even the space marine list featuring white scar bikers and a billion grav guns took an (albeit slight) hit as they now must snapfire to gain their jinx save.  One type of army notably missing from the top was the fabled Rhino Rush.

It’s safe to say 6th edition might have been an all time low point for mechanized space marine armies.  After being a dominant force through 5th Rhino/Razorback Rush lists took a backseat to flyers, monstrous creatures, and psychic deathstars.  Now however the times have changed.

Thanks to GW dishing the nerfbat to Flying Monstrous Creatures, Smash Atks/Vector Strikes, Killing the Buff Commander/Riptide Combo, forcing Wave Serpents to pick between durability and firepower, and bringing the Helldrake down a peg (with the recent FAQ’s).  Rhino’s are back to being a prime candidate in any marine player’s army.

But why you may ask?  I mean they still get glanced to death as easily as before right?  So a few units who were REALLY good at killing them aren’t so much anymore, big deal. What makes the little metal boxes so useful again?  In short, two words that you will hear quite a bit of this edition; Objective Secured.

Now that quite literally EVERYTHING in the game can score many thought troops would become a thing of the past, not so fast, the best way to think of troops now is actually “Super Scoring Units”.  With the Objective Secured rule they hold any objective regardless of whether an enemy scoring unit is contesting it (unless they also have OS).  In fact I would go as far as saying troops are even more vital now with everything scoring than they were when only troops could score.

The name of the game now is mobile infantry that can grab/deny Tactical Obj’s quickly and get back to safety.  MSU (Multiple Small Unit) builds are going to be very strong in this new edition as kill point missions were their main drawback and that mission has become much more rare.

This leaves us with the Rhino, a mobile bunker that can score and has OS while transporting 1 (possibly 2) unit/s who also have OS.  If you think about it, the OS rule itself kind of kills the whole deathstar build anyway.  Why should I care about your one super unit when I have 18+ scoring units with OS?  You only have 5-6 turns, I can do math, you won’t be able to kill off all my OS by the end of the game.

Just two weeks ago the idea that MSU marines could beat a seer council was crazy talk, now you wonder why the seer council would even bother trying!  We’ve only begun to scratch the surface of what the OS rule means for the game.  When I come back, we’ll take a look at some potential list builds to get the most out of this rule.

A Beginners Guide to Horus Heresy: Part 1 Books

40kHeresyHowdy everyone!  Severus here, and I wanted to talk about getting into Horus Heresy, otherwise known as 30k.  I myself am very new to the world of 30k.  Looking around I haven’t found much out there in terms of a beginners guide in terms of what to buy.  So, Shorereaper and I are going to do a short series on it, with some help from our lord primarch.

Lets start off with the books.  Right now there are 3 main books, Betrayer, Massacre, and Extermination.  Lets take a brief look at each book and point out the major components of each.  Before we begin, if you have some time on your hands and want a very thorough look at each book, check out the Independent Characters Podcast.

Betrayer is the first in the series.  Army wise it covers the basic list all legions will use, called the Space Marine Crusade Legion Army List.  You need this list to play any space marine 30k army.  Now, in terms of flavor, it contains special rules, primarch rules, and legion specific unit to change that generic list into one of 4 legions.  Those legions are the Sons of Horus, The World Eaters, The Emperor’s Children, and The Death Guard.  Fear not, they have both loyalist and heretical characters for each.  There is also a small allied contingent of mechanicum units, but not enough to field a full army.

Now in terms of other content, Betrayer has some great fluff for those for legions.  It also has lots of fluff covering the Isstvan III.  Even better, it contains a campaign system so you can play out the battle at Isstvan III if you want.  There is a appendix to the campaign introducing smaller sized close quarter combat, called zone mortalis.

Book 2 is titled Massacre.  Army list wise, it presents a lot.  It introduces the Legio Cybernetics, aka a small mechanicum army.  In terms of space marine legions, it offers a ton of stuff.  There is a section introducing more units to the basic crusade lists, so these units are available to all space marines.  It also has a ton of legion specific additions.  It has more legion specific rules, units, and characters for The Sons of Horus, The World Eaters, The Emperor’s Children, and The Death Guard (all traitors at this point).  It also introduces 4 new legions; The Iron Hands, The Night Lords, The Salamanders, and The Word Bearers.  This of course means more legion specific rules, units, characters, and primarchs.

If that wasn’t enough for you, this book also has more back story for all the legions involved in this book.  Further more it has the fluff for the dropsite massacre on Isstvan V.  Of course there is also a campaign section for this, so you can replay that horrible moment in history if you are so inclined.

The last book in the series (so far) is Extermination.  In terms of army additions, it also has generic units to add to the crusade list, so all marines can take these.  Further more in introduces The Imperial Fists, The Iron Warriors, The Alpha Legion, and The Raven Guard.  This includes there legion specific rules, units, characters, and primarchs.

This book also rolls out a very large and fleshed out mechanicum list, the Taghmata Omnissiah.  This is a separate mechanicum list from the Legio Cybernetica.  If you are looking for a true mechanicum army, this is the list I would use.  It has a larger selection of unit types, rules, and wargear.

In terms of fluff, it covers the immediate actions taken after Isstvan V.  It also covers background fluff of the new legions presented within.  Campaign wise, it presents the fight for survival as the loyalists are scattered after the dropsite massacre.  Overall, this campaign seems better suited for smaller games instead of the grand battles of the last 2 books.  It also presents more zone mortalis style games.

Now, any talk of books would not be complete without discussing the two newest books by forgeworld.  The Crusade Army List book is just what it sounds like, a compilation of all the generic crusade army lists rules from the first three books.  The second book, Isstvan Campaign Legions, contains the legion specific special rules, units, characters, and Primarchs for all the legions presented in the first 3 books.  To be clear, there is no fluff, campagin rules, or mechanicum entries in these two books.  So, if you are looking to just pick up all the 30 space marine rules, this is the cheapest route to go.  They are also more convenient to carry that the first three books.

So, that about covers the books of the horus heresy.  There obviously have a few books left if they continue with the current format (6 more legions to cover, Space Wolves, Ultramarines, Blood Angels, Dark Angels, Thousand Sons, and White Scars).  Those legions are playable right now through the generic army lists technically.  Stay tuned for the next article, model selection for a 30k army.

List Building: Black Templars/7th Edition Principles

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Greetings interwebs, Ralshenik back to talk a little Black Templars, my favorite Space Marine chapter!  Having finally purchased almost all the models I needed for the army I plan to start play testing them very shortly.  Since I’m currently in the stages of building a Templar Army I figured I’d share the theory behind my army and list building principles.

What I need:

Objective Secured- Its the name of the game now, and Templars can play this as well as anybody.  5 Initiates with a Missile Launcher and a LasRazor cost about 170pts and basically count as 2 units with OS.  They can also perform practically any function I need them to throughout the course of the game.  I’ll take 4.  My army’s theme will be a Templar/Steel Legion team up during Armageddon so I’ll be taking IG/AM allies.  Vet Squads in Chimera’s are still a solid choice and with flamers offers a good response unit for deepstriking/drop podding enemies.

Anti-Tank-  Now that transport vehicles are going to become prevalent again I need to be able to open up the cans/shoot them off objectives.  The Razorbacks & Crusader Squads cover some of this, but 4 missile launchers and 4 lascannons aren’t quite enough.  I’m not a huge fan of drop podding in with melta as it tends to be inconsistent and i’m building this to be more of an armored gun line.  Lascannon/Missile Launcher Dreads will work nicely and at a hair under 140 they put out good fire power without breaking the bank.  Throw in two Typhoon Missile Launcher Land Speeders and a Vendetta on the Steel Legion side of things and we’re cooking with gas. That’s 9 Lascannons (all twin linked) and 8 Missile Launchers (two Typhoons).  Should be able to deal with most vehicles.

Anti-Troop-  Once the cans are open I need to be able to kill the stuff inside!  Missile launchers are a nice dual weapon but frags aren’t going to solve all my problems here.  A CCS with 3 Flamers and a Heavy Flamer to go inside the Vendetta would be a good quick strike force to burn fire warriors, guardians, orks, ‘nids out of their Aegis.  They are also cheap enough that it won’t matter when they get shot to pieces the turn after they grav insert.  If I don’t need to use them in that manner I can always fly them around in the gunship and jump them out for linebreaker on turn 5!  The Wyvern also offers AMAZINGLY good troop killing ability at a bargain bin price (seriously these things are ludicrously cheap for what they do), I’ll take 2!

Now that I got my needs down and units selected here’s what my list looks like….

 

Templar Detachment:

  • Captain
  • Crusader Squad w/ Missile Launcher & LasRazor (Dozer Blades) x4
  • Dreadnought w/ Las & ML x2
  • Land Speeder Squadron w/ Typhoon Missile Launchers (2 Land Speeders)

Steel Legion Detachment:

  • CCS w/ Hvy Flamer & 3 Flamers
  • Veteran Squad w/ Hvy Flamer, 2 Flamers, & Chimera x2
  • Wyvern Squadron  (2x Wyvern)
  • Vendetta

Total-1850

I like this list a lot, I feel like it will offer flexibility which is key in the Maelstrom of War missions and 7th edition in general.  I’m sure it will change as I haven’t had the chance to test anything yet and will probably end up moving a unit or 2 here and there.  I’ll post updates when I’ve had the chance to run a few games with it!  Till then I have the Daemon Summoning Conga Line booked up for a few more games.

American Space Marines, F@$% Yeah!

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During one of the random conversations that our blogging group has, we started  throwing around the idea of writing a fandex.  In other words a fan made codex.  A few ideas bubbled up throughout the talk until we hit on it.  American Marines!

The obvious choice for Primarch would be none other than Chuck Norris.  Seriously, there is nothing more American than Chuck Norris except Chuck Norris riding an eagle (50pt upgrade). Were else should our marines derive there holy gene seed?

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The next position to fill, Chapter Master.  Now, we need someone who was both equally buff and a good showman, you got to take those xenos out with style after all.  The obvious choice was Hulk Hogan.  Need I say more?

Hulk-Hogan-is-a-Real-American

Now, in terms of our supporting roles within the chapter, our selections were not so easy.  Looking to fill the positions of Chief Librarian, Master of the Forge and Chief Chaplain, we scoured far and wide to find the right choices.  We have elected that Morgan Freeman shall be our soothing voice of reason in the role of Chief Librarian.  Our master of the forge was decided to be Richard Dean Anderson, since he can always fix anything with a roll of duct tape and a paper clip. Samuel L. Jackson will be there to bring the fiery word of the Emperor as our Chief Chaplain (who will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy his brothers).

Sammy-L

“And you will know I am the Emperor of Mankind when I lay my vengeance upon you.”

In keeping with the Chapter Tactics set down by the current space marine codex, we have developed our own set.  They are titles Chapter Tactics: Fuck Yeah!.  The special rule requires all terminators to dress as Captain America and take nothing but Storm Shields and power fists.

The second special rule is Sponsorship.  Since the cost of running a space marine chapter is exceedingly high due to the cost of ceramite, our chapter had to seek outside sponsorship.  They are 5 points per sponsorship, with no limit.  All sponsorships must be represented on the model.  Think nascar here folks.  Here are a few examples:

  • Trojan Sponsored Rhinos:  Increases the armor value, but our marines can only get out when it breaks
  • Walmart Sponsored Vehicles:  All vehicle upgrades are buy one get one free, but that crap breaks, so it’s one use only.
  • Budweiser Sponsored Marines: Gain Feel No Pain and Rage, always move as though moving through difficult terrain and only fires snap shots.
  • McDonalds Sponsored Marines: Gain Slow and Purposeful, and high cholesterol.

Obviously we are just having fun and trying to get a laugh here.  How would you guys make American Marines?

Chasing the Dragon: Reworking My Take All Comers Lists

HeroinheroLike many of you, list writing is a never ending process for me.  I hate playing the same list more then 3 or 4 times; it starts to feel stale.  I am always looking for ways to improve my lists either competitively or just make them more entertaining to play.  7th edition (and the glorious new FAQs) has given me plenty of new ideas on how I should write a TAC list.  It’s definitely no longer the same process I talked about before.

So, lets talk about the few big changes I see in how my lists operate.  First and foremost, the dedicated anti-armor weapons.  AP 1 and 2 are very valuable now in terms of getting that explodes results.  My tau usually relied on missiles which are AP 4 to do the job.  I can definitely see more fusion blasters and railguns in my lists in the near future, to see if they really do matter.

Skyfire, I am not sure what to think about this one.  Now there is no way to get a skyfire weapon to shoot at ground targets effectively (besides skimmers), so they are very specific weapons now.  Yet, they seem to be more valuable.  If I can’t knock a flying monstrous creature out of the sky as easily, I feel like you need a weapon to hunt them accordingly.  I may start throwing that back into a few lists to see how it does.

Psychic defense is an actual consideration.  Not only does bringing a psycher in your army improve your deny the witch rolls, it also gets you more dice to do it with.  I tested out my Iron Hands with a librarian against a 2 psychers tryanid list.  Turns out that 90 point librarian was a great way to shut down a few powers.  Now if I could only find a librarian model that is not covered in robs, ropes, and books.

Highly mobile units are a great advantage in maelstrom.  Since everything scores now, some unit options are looking more appealing to me now.  Don’t get me wrong, vespid are probably going to suck still, but I may give them another go to see if they can do me any good now.

Troops are the big thing everyone is talking about.  The objective secured rule is huge.  Personally, I am on the other end of the spectrum.  I want to try a few lists with my tau with minimal troops.  See if I can’t survive without them and just try to shoot things off objectives before I send in some mobile units to score.  Now that being said, I still like running three tactical squads with my Iron Hands.  I have absolutely no clue how I will run the Orks.  Probably won’t matter that much, new models and codex are inbound for them anyway.

I still think a good list should have some solutions for lots of light infantry (especially with that malefic nonsense), elite infantry, heavy armor, and lots of light armor.  The question is, how do you go about meeting those needs.  No more joining an IC to a monstrous creature means no more buff commander attached to riptide.  Flying monstrous creatures take a huge risk trying to assault now, and only have one smash attack.  Challenges can’t hold up elite characters nor can a character hide in a challenge anymore.  Open topped vehicles are suddenly very vulnerable to flamer templates.  The consistency with getting psychic powers off seems worse, for the most part.

So, will we see a big change up in the popular net lists?  I don’t know, or care that much really.  I expect to see big changes in friendly lists though.  I certainly know I will be playing my tau differently, and I would try out new stuff for the Iron Hands if I had the models.   The orks are a big green question mark right now.  What are you going to do different with your lists now?

 

Your Weekly Wargaming Sterotype and First Impressions on 7th

warhammerplayers-23124811Howdy everyone!  Severus here, after a weekend of games to share my opinion on 7th ed.  Before we get to that though, I just want to set the scene for you.  I managed to get a hold of my rule book Friday night so I had a evening of passionate caressing with her.  I got to learn her secrets, and yes my rulebook is a she.  Don’t ask.  There was a very good showing at critical hit, with a lot of gamers I haven’t seen for a while showing up.  Good on you guys, I hope you keep coming back!

So I played two games this weekend.  A game against Ralshenik with summoning daemon list.  If you want to know how that worked, just watch the frontline gaming batrep on it.  Felt like deja vu watching that thing this morning.  I played my tau, it was an 1850 game using the maelstrom missions.  In short Ralshenik was able to summon 1762 additional points of daemons (yes I counted), and won handily.

I also got a game in with my Iron Hands againsts Shorereaper’s Tyranids.  2000 points and once again using the maelstrom missions.  This one ended up decidedly going in my favor, by about 4 victory points in the end.  I changed up my list from the usual to fit a librarian in to test out a theory (which I will leave for another post).

I swear to God, Saturday night when I was thinking about how to title this article, I wanted to call it the good, the bad, and the ugly.  Damn it if frontline didn’t gaming beat me to it.  Screw it, I am doing it anyway!

The Good:  Essentially, refined game mechanics from 6th.  A lot of the confusing rules have been cleared up.  Cover is not much simpler.  There has been some attempts at re balancing monstrous creatures and vehicles.  Psychic powers in most cases are going to be less dependable, which to me means a little less power gaming.  Overall the movement, shooting, and assault phases seem to run smoother.

Everything scoring is a huge change.  I repeat, this is a huge change.  Yes, troops are still valuable with their objective securing rule.  You will never be out of the game like you were in 6th though.  If a crafty opponent killed all your troops in 6th, you had no way to score.  Now they have to table you, a much more daunting task in most cases.  I personally love this change and can’t wait to really start to play around with some lists that don’t start off with 4-6 troop choices.

Probably my favorite addition though is what I have cleverly dubbed the “Don’t be a Douche Rule”.  In the army selection section in bold print reads the following: “Players must agree how they are going to select their armies, and if any restrictions apply to the numbers and type of models they can use.”  In other words, if you don’t like unbound lists, or multiple force org spamming lists, or something simple like flyers, it is now completely within your right to not play that opponent.  Should this have been a written rule, probably not.  It is though, so you can justify not playing those crazy unbound game breaking lists that have run around the internet.

The Bad: Malefic in short.  I am tempted to say all of daemonology is a problem, but I haven ‘t experienced the santic powers yet, so I will reserve judgment on them.  Playing against’s Ralshenik’s daemon summoning daemon army was ridiculous.  I was playing tau in hammer and anvil deployment with not a lot of line of site blocking terrain.  It was a shooting gallery.  I managed to kill about 2200 points in total (with only 1850 of tau) and I still couldn’t beat that list.  It was just silly.

In short, allowing any army that has a ton of psychers access to a power that lets them bring in new units is bad.  It’s even worse when the new units are also psychers themselves.  I played Ralshenik knowing it was going to be bad.  It was.  It’s like playing mario the lost levels.  You only do it because it is crazy and you just want to say you played that damn game and won.  Trust me, you will lose way more times than it is worth.

The Ugly:  These are all the clunky things in the new rules.  I think they could work given a little work either by FAQ’s from GW, the major tournaments, or just simple house rules.

Maelstrom Tactical Objectives are a ton of fun.  It is a completely different way to play.  There is very little in terms of long strategy in those games; it is really about making good tactical choices each turn.  The different missions that use them seem okay so far.  The problem is the tactical objectives themselves.  I think you should be able to discard as many as you want each turn or maybe discard ones you can’t actually do and immediately draw a new one.

If you ever end up with multiple cards that you can’t use, it can give your opponent to get a good lead on you before you can draw cards you can actually use.  Examples are the card that you get for casting a psychic power, which I got while playing my tau.  Or the card Shorereaper got that gave him points for killing a flyer, which I had none.  There are plenty more examples of things that you just can’t do.  I don’t care about the randomness of it or drawing cards that try to make me go kick an opponent off an objective.  Just don’t give me ones I can’t physically do.  I got three of those in one turn against Ralshenik and that was when the game started to get away from me.

The other ugly thing we have come across is the unlimited warp charge dice.  For the most part, casting is going to require a lot more dice than people initially expect.   There needs to be some sort of limits.  If your opponent can generate 20 more dice than you can, they are going to always control both psychic phases.

I can see three ways to try to correct this.  Limit the total number you can generate.  Limit the total number you can have more than your opponent.  Limit the number you can use per casting attempt.  I am not sure which one of these would work the best or where the limits should be.

Case in point, Ralshenik having 20 more dice than me meant each turn meant he could summon things at will.  Shorereaper’s Tyranids against Augustus’s Eldar on the other hand saw both players only getting one to two spells a turn.  My Iron hands vs Shorereaper’s ‘nids saw us both only getting one off a turn, sometimes none.  Personally, I think limiting the amount you can exceed your opponents pool might be the best way to fix it.

Overall, I am liking the new addition.  In short I think everything is a general improvement from 6th; except the psychic phase, tactical objectives, and maleific powers all need some work.  Its definitely worth checking out to see if it’s for you.

Since you made it this far, I will reward you with another wargamer stereotype that feels appropriate after writing this.  I may make these stereotypes a weekly thing.

The GW Fanboy:  This guy loves GW, even if that love does seem to be one way most of the time.  They can do no wrong in his eye.  Everything they produce, whether it be a rule book, codex, or model, is awesome.  He goes to every GW event he can, and usually has the shirts and event only merchandise to prove it.  He loves to tell stories about that time he met Graham McNeill.  Collector’s editions and limited run items were made for this guy, even if they do mean he can’t move out of there parents house for another few months now that his savings is gone.  No amount of internet hate can stop the GW Fanboy from keeping on his path.  Good on you GW Fanboy, we need some positive people in our community some days.

First Game in Seventh (Shorereaper)

Yesterday, like a lot of you, I got my first game in seventh edition at Critical Hit. It was a 2000-point game between my Tyranids and the Eldar, and I lost. We played one of the new Maelstrom Missions and the game took about 4 hours to play. This is much longer than it usually takes to play a game.

Now, rather than gove you a battle summary, I want to give some small opinions of about some of the new rules and the new mission. Playing the Maelstrom scenario, any strategy I had going into the game went out the window by turn one. For example, I drew a card that would give me a victory point if I controlled objective X by the end of my turn. Well, I had infiltrated some genestealers past that objective with the intent of attacking the Eldar. Instead, I had to turn them around and have them secure the one objective. They were my only unit in the area. So, rather then stick to my original plan, I went for the points, and that seems to be how the Maelstrom games play. Turn by turn tactics, not a game long strategy.

Now, the new psychic phase.  I had such a hard time in this game getting my powers off. The elder didn’t block everything, but with the amount of dice my opponent was able to get, I struggled to get my powers off. And it is a lot easier to perils, in fact I periled three times, although once was able to benefit me. A great example of my struggles is when I tried casting catalyst (gives me feel no pain), got it off with perils, then my opponent denied the witch. So, not only did my Swarmlord injure himself, he didn’t even get the power that would have helped with that peril. There is also this ongoing discussion about GW FAQing the Tyranids Shadows of the Warp. I personally believe that they will not change this rule at all. The rule currently makes it so that psykers leadership is -3 when they are within 12 inches of a Tyranid Psyker. That -3 is all the time, not just in the psychic phase and that can do a lot of damager if someone roles the perils. Of course, I say that after it did nothing for me in my game.

I am not making up my mind about this new edition yet. I did have fun playing yesterday, and it was a close game, with the final score was 14 to 16, and hopefully with more time the game speed will pick up. Four hours is a long time to play one 2000 point game, and I don’t even think we had the longest game of the day.

And what happened in Severus’s and Ralshenik’s game is even more entertain

Like a Kid on Christmas Eve!

I am so pumped up right now.  In 24 hours, I will be playing 7th ed!  Yeah, adult life is going to get in the way, I still have to work tonight and tomorrow morning.  My book and cards are both pre-ordered, already paid for, and waiting for me at critical hit.  So as soon as I am free of adult obligations, its time to be that little kid on Christmas morning.

Now, if I had the perfect new edition introduction, I would like to spend about 10-12 hours reading over everything.  That way I can have time to digest the info so to speak and work on some new lists.  That is not going to be the case tomorrow.

Its going to be all legionaries present diving head first into games.  We are going to learn by trial and error.  Undoubtedly, we will get a few things wrong.  Hopefully with other members observing the games, we can catch these mistakes as they happen.  We should have a good spread of army types, eldar, space marines (of multiple varieties), tau, nids, necrons, and if we are lucky, daemons!

I am really interested to see how the psychic phase works out.  I feel like you will see less psychic powers in this addition, just due to the fact that they take more dice to get off.  I want to see how viable vehicles are now, so the Iron Hands will try to make a good showing.  Probably most of all, I really want to mess around with the new maelstrom of war missions.

I am sure there will be bumps in the road; there will be things I don’t like.  That’s not going to stop me from having fun though!  If you are in the area, I encourage you to come by and check out it out!  I will be down there Saturday and Sunday playing.  I know Critical Hit is throwing a big kick off event with giveaways Saturday.  Even if you are not local to Baltimore, I encourage you to get out to your FLGS and check it out.  I am sure the same scene will be playing out there too, guys learning the rules and giving them a try.  Now is your chance to jump back in!  If you are already pumped like me, try to be welcoming and help others out!

Until Monday (or Tuesday with the holiday weekend), this is Severus signing off.  WAAAAAAAAAAAAAAAAGHHH!!!!!!!!

King of the Hill (of 6th Edition)

hank devilIn preparation for an upcoming series on which army gets the biggest bump and nerf from 7th edition, I decided I should probably get down what the current hierarchy is in my opinion.  This should give you a chance to give me some feedback to work with before we come out with the biggest winners and losers.

To be clear, I have played against every army in 6th ed with the exception of grey knights (although I have seen them played in my area).  For the sake of keeping things simple, we are going to lump in all the codex supplements with their parents right now.  I have also taken a look at stats from various large tournaments to see who is most popular and who has the highest win rates.

Here is what I have come up with

  1. Chaos Daemons
  2. Eldar
  3. Tau
  4. Nids
  5. Space Marines
  6. Necrons
  7. Imperial Guard
  8. Chaos Space Marines
  9. Dark Eldar
  10. Grey Knights
  11. Dark Angels
  12. Space Wolves
  13. Orks
  14. Blood Angels
  15. Sisters of Battle

Now, you may not agree with the exact order I have placed the armies in.  Thats fine.  If you break them down into three tiers (1-5, 6-10, and 11-15), I think we could all agree on that.  With the exception of one, Imperial Guard.  I wanted to rank them higher.  I see lots of potential in the new book.  I just haven’t seen it be effective on the table yet.

Feel free to tell me what you think.  Like I said, the point of this is to try to get an idea of where everything stands right now so we can better judge each armies rise or fall as we enter 7th edition.