Sunday, October 7, 2012

Tyranids - 1750pts - New core

I've been thinking about Tyranids a lot recently and overall I think there really is no way for them to match the power of some of the other books out right now. I think it's safe to say that most of the tyranid lists out right now should be geared more toward fun than for actual competition sake. While browsing some forums, i saw this list posted that looks like it could be fun. It's simple but hits on all the key things. The only thing I wish that could be included would be crushing claws on the Tervigons; if they are going at I1, they might as well maximize on that. 

Hive Tyrant, Wings, Devourers x 2, Hive Commander
Hive Tyrant, Wings, Devourers x 2

Hive Guard x 3
Hive Guard x 3
Zoanthrope x 2 

Tervigon, Catalyst, Onslaught, Adrenals, Toxins
Tervigon, Catalyst, Onslaught, Adrenals, Toxins
Tervigon, Catalyst, Onslaught, Adrenals, Toxins
Termagants x 10
Termagants x 10
Termagants x 10

Angron giveaway over at masterminis.net

masterminis.net - where we learn to be a better painter!: Win a signed copy of Forge World's Angron! (englis...: Hello everybody!  If you are already a subscriber to this blog, and want to find out how to win your copy of Angron, you have come to...

Masterminis.net is a fun site that is just getting started and is looking for more viewership. Currently, the blog focuses on reporting from events that relate to the hobby. Yet, it's still new and in time, it will grow to contain more content such as covering more events in the future and giveaways (and maybe more).

To help gain viewership, Zaphod is giving away a limited edition Angron model from Games Day UK 2012. This model was limited to only 200 models and is a very sought after item. This may be your chance to actually get your hands on one of these elusive models, so jump on over to masterminis.net and enter for your chance to win!

Sunday, July 8, 2012

6th edition Hive Tyrant - Now with more kickass?


With the new edition, i've somewhat been rethinking the Hive Tyrant. Is he still extremely overpriced? Yes. However he provides some utilities and options that can really open up a Tyranid army for more potency.

FACT: Old Adversary is a must now

So what makes the hive tyrant so good now? Part of the reason is that while on foot he can have a 2+ save and is one of the only monstrous creatures that can take a "retinue" which also have a 2+ save. While 2+ saves are still devastated by most shooting attacks (especially now with the rise of plasma) it makes him brutal in CC. A second reason, which can be seen as a slight buff for all MCs, is that MCs attacks in CC are ap2 which is incredibly hard to get now without having an effect on your initiative. Finally, physic powers. The Hive Tyrant has 2 and while he can only cast 1 a turn can result in some fairly terrifying results.

Flying Hive tyrant: 285pts
               Wings (60), 2 Twin-linked Devourers with Brainleech worms (30), Old Adversary (25)

Must move 12''- 24'' a turn. Can fire 2 weapons. Can make a sweep attack over a model he flew over in exchange of firing 1 less weapon. Requires a 6 to hit while swooping. Can fire in a 360 degree arch. Twin-linked weapon with 12 shots and on 6s to hit gets to pick who is wounded. Rerolls 1's to wound. And can charge in and still wreck some faces. It's expensive but what he does for the army is critical. He makes whoever is around him absolute monsters and his physic powers (while random) can make him or a unit absolutely disgusting.

Walking Tyrant: 460pts
              Armored shell (40), Old Adversary (25), 2 Twin-linked Devourers with Brainleech worms (30),  3   Tyrant Guard (180) with lash whips (15)


Provides a bubble to all those around him much more efficiently than the flying Tyrant. Will destroy just about anyone in close combat especially with being able to utilize lookout sir and with those lashwhips dropping everyone to a lower initiative. 


I can't really see a reason to take anything other than the Devourers. Lashwhips are okay but he has a 5 initiative. Boneswords are kind of a waste since he's already cutting through 2+ saves and the only perk is the few times he goes up against a character but more times than not he'll probably blow them up anyway unless they have storm shields...fething storm shields..


There are 2 downsides for the Tyrant. The price is the biggest issue. Is he more survivable now? Yes and no. In close combat; definitely. Against gunfire; about the same which isn't much. His survivability is determined solely on the physic powers he generates which unfortunately are random. His other downside is Eldar. A reoccuring theme with Tyranids that their mortal enemy is now Eldar and still very much Dark Eldar and Grey Knights.



Tuesday, July 3, 2012

40k 6th Edition and me





The consensus on 6th edition is in and overall it seems many like the changes that GW have made. I like a many of the changes. I like how more streamlined it is, the removal of wound allocation shinangans(Mostly anyway), Wound allocation (for the most part), and the new focused fire rule. There is a lot of new features that i'm missing but overall the game feels different and I like that. However, not a lot of people have discussed what they don't like about the game and I think many believe that 40k is now basically perfect. Not me.

I looked at this book from the perspective of Tyranids as that's my preferred army. Some of what I say, may really only effect them but I think others may be in this boat as well.



The "What I don't likes":

Shooting armies are still king:
There is one prevalent feature of this edition that doesn't bode well for me. In 5th edition, shooting armies were king and in 6th, that's even more so. Reserve armies are now non-existant due to the rule that you can't keep more than 50% of your army in reserves. Outflankers took a serious hit with not being able to charge out of reserve; A silly rule that was implemented because gun lines were mad that they couldn't do anything to prevent a charge (as if CC units had anything to prevent gunlines from blowing them up as they marched across the table or for the inevitable mishap of place a unit on the edge and welcoming that outflank charge...). Overwatch allows for already decent CC units to decimate their opponent even more before the CC brawl begins. The lack of AP2 CC weapons really means you need a strong gun line to deal with terminators and the few Monstrous Creatures with a 2+. The only chance CC armies is banking on the new Night Fight rule which may help but is a gamble at best.

The assaulting out of reserve rule:
I rule really pisses me off. I think it's silly and GW should feel bad for even implementing it.

Monstrous Creatures:
What a disappointment this was. For the creatures that cost multiple times that of a tank and GW really let them down. Many are arguing that Smash is much better than the old 2d6 armor pen and I disagree. Smash is just marginally better vs AV14:

Halve your attacks but double your strength. Reroll failed armor rolls and you get ap 2 which is +1 on the Penetrating chart. You'll still need 4s to glance with a reroll. Your chance of destroying that landraider is slim but basically the same as with the old rules seeing as most MCs were Str6 you'd need double 4's to glance. The +1 if you pen is a slight buff. The problem arises in that this hurt destroying light and medium tanks considerably. It was almost guaranteed before with 4 attacks now you're halving your attacks for the smash or risking going at it with your full attacks and unmodified strength and still needing 4s to glance. That's rubbish.

Impact hits are nice but should have seen a buff on Monstrous Creatures. A single attack from a rampaging monster? It doesn't even ignore an armor save? What is this?

Flying Monstrous Creatures:
The rules for flying MCs are bad to put it lightly. Grounding is done based on hits and not wounds. A poor oversight on their part that completely invalidates this unit. Guardsmen or Orkz that unload 40 shots on a Flying Hive Tyrant are sure to roll a couple 6s in which on a 1 or 2 the Hive Tyrant goes down, taking a str9 hit with no saves and can easily be picked off since it's no longer flying. That's utter trash and no where near as good as normal flyers. Oh, did I mention i'm paying twice the price of most normal flyers for my Flying MC?

Vector strike is a joke. It's one of the few things tyranids get that can combat a flyer and it uses str6 on the side armor..thanks GW. It also counts as firing a weapon despite being used in the movement phase. This restriction doesn't apply to Chariots who make a sweep attack which also hits vehicle rear armor..

Blatant "character" abuse:
Characters are able to qualify for the "Look out sir!" rule. This makes sense and I think it's a good feature. What I don't like is just how many people have the character subtype. Just about everything in the Grey Knights book has the character subtype which will lead to some pretty rampant abuse much akin to wound allocation now. Ork Nobz also have this subtype and it makes Nob Bikers that much nastier though i'm not as upset about that because Orkz need everything they can get.

Expanded Force Organization Chart at 2000pt games and higher:
I hate this rule. Another blatant cash grab by GW that only serves to make strong armies stronger and hurt what GW tried to establish with allies; A more balanced game.  


Rapid fire weapons:
On the whole I like what they did with rapid fire. I just don't like what they didn't do with rapid fire which is give it something to benefit it while you're not moving. I can't wrap my head around why a soldier would get no benefit for sitting still..

Warlord Traits:
Great..another gimicky thing that's random, doesn't really do much, and I'll have to keep track of for the entire game..


Fear:
I think this is a great ability in fantasy but it's so poorly executed in 40k just due to how many people are immune to it. The one advantage that Demons and MCs get and it is invalidated by so many units; it feels like a waste.


The "mehs":



Allies:
In these trying times a lot of people are trying to figure allies and i'll do all the hard work for you. I do like the thought of being to add more of my models in more of my games. Imperial guard or Eldar. Period. Why you would take anything else is beyond me and I foresee Eldar soon being removed from this list.

Imperial guard should be taken simply because that 1 troop choice can be a platoon which encompasses an assload of heavy weaponry that fits the meta for this new edition very well.

Eldar should be taken for the physic defense alone. Mount him on a jetbike and make your troop requirement be a squad of Eldar Jetbikes and you got yourself a quite formidable unit in 6th that is both deadly and survivable. With Tyranids where they are at, they are relying on the physic powers more than ever and with the rampart whoring out of Eldar, it really hurts the Tyranids even more.

Flyers:
Let's face it, flyers are incredibly strong right now. The Necron Night Scythe/Doom Scythe is incredibly broken with their ability to fly 24'', drop off troops, fire up to 4 weapons and still lose none of it's survivablilty. However this looks like a typical cash grab by GW to buy Flyers as "Flakk missiles" have been included in most of the new FAQs which will eradicate the current state of survivable flyers when the new codices come out that include them (which is rumored to be in 1 month for the first 6th edition codex).

Snapfires:
I think this is interesting on vehicles but on troops it doesn't make much sense to me and feels like a way for GW to introduce more "random" moments into the game. The idea of a guy moving with a missile launcher and hitting on a 6 isn't reliable and seems that GW just wanted those random "OH SHIT" moments when a heavy weapon actually does hit a tank and does something. Overall, this really only benefits Imperial armies as who else really has heavy weapons?

Buff to ap1 & 2 weapons but who cares?
GW buffed a lot of the long range heavy weapons like Lascannons, Meltaguns, Multimeltas, and Plasma cannons by making them do more to a vehicle. However no one really cares because getting 1 shot off that penetrates will never compare to several shots that glance. Medium strength/high volume of shots is really the only way to go now. They are significantly cheaper to equip on troops and you stand a much better chance of actually doing something (aka glancing a vehicle to death).

Jink Saves:
This is one of those things that seems good but is just abused due to how GW worded it. All skimmers get a 5+ jink save if they move.The problem with this? A god damn monolithe is a skimmer. EVERY Necron vehicle is a skimmer despite any of them being very quick. So now any skimmer, as long as it moves 1'' gets a 5+ cover. I find that silly (but will certainly take advantage of it...). I also don't like how Dark Eldar, who have access to Flicker Fields and in some cases, have it built into the cost (*cough*venom*cough*) really get nothing else out of this rule besides getting the flicker field in CC.

Fleet:
I'm still on the fence with fleet. With premeasuring, you know how far you are and with fleet allowing you to reroll any number of dice on your charge rule, the mechanic hasn't really changed. But I liked how before, if you had a poor fleet roll you could stop and evaluate if you wanted to proceed in the direction for a charge or just move them into some cover.


What I like:



Wound Allocation:

This is something that I like yet I think will take a long time to get truly good at. It's fair and you have only yourself to blame if your melta gunner bites it.

Snipers:
I absolutely love the changes to snipers and it really breathes new life into a previously stale unit and gives them the ability to really be a game changer.

Physic Powers:
I like how strong and unique the new physic powers are and how much they can effect a game now. Physic powers previously always felt like a waste as it was more beneficial to shoot. Not anymore! I wish they had a different mechanic for how to cast Physic powers. In Fantasy, the Magic cast/dispel is very climatic and fun but in 40k, Physic powers are not very "cinematic"

Jet Bikes:
Jet Bikes are amazing now and I like how they not only increased their survivabilty but also their impact on the battlefield.

Regrouping:
I really like that now units can't regroup if they are under 25% as opposed to 50%. That rule has always felt unfair for Xenos. I also like that now you can regroup if an enemy is within 6'' which prevents units from escorting other units off the table.

Simmering down of the Deep Strike Mishap table:
I always felt like Deep Strike was a waste of time due to the chance you'd fall head first into the Earth and get screwed by the table. Not anymore!

The increase in USR:
There are so many special rules now that I can only imagine what some of the new codices may include. I don't like that some of them got nerfed but I guess with the new game it's hard to say what kind of impact some of these will actually have.

Hull Points:
Gone are the days of invincible tanks! Horray!

Full strength hits from template weapons:
I'm glad they made this change as it really makes ordinance weapons scary.  No more relying on a hit to do anything to vehicles.

Change to disembarking and reimbarking:
A lot less room for abuse with the new system, so I can appreciate that.

Flatout moves in the shooting phase:
This adds a whole new dimension to the game. With the ability to shoot with a squad of heavy weapons than flatout a vehicle in to prevent anyone from shooting that squad in their turn is huge. Not to mention the ability to bring a lot of vehicles to bare and if things arn't going well you can scoot some vehicles to safety by moving flatout outside of LOS. A lot of interesting tactics here.







Overall: 
A lot of the changes needed to be done but in the process it hurt my beloved Tyranids. Cover saves needed to be changed but hurts Tyranids immensely. The Outflank nerf made Genestealers unplayable coupled with the cover and FnP nerf. The prevalent physic defense (for the time being) really hampers Tyranids. MCs and Flying MCs are still very gimicky and overall, very disappointing. Overwatch doesn't really benefit tyranids in either the charge or the charge reaction and I wish there was someway to negate Overwatch such as launching a charge from closer or something...meh. I'll probably post a matrix of armies that are better, the same, and worse in the new edition.

Thursday, April 12, 2012

Chaos Space Marines - 2k - Tzeentch inspired






HQ:
Sorceror 170pts
        Mark of Tzeentch (30pts)
Bolt of Change (25pts)
Terminator armor (15pts)

Elites:
3x Terminators 115pts
2x Combi-melta (10pts)
Heavy Flamer (5pts)
1x Powerfist (10pts)

Troops:
6x Thousand Sons + sorc 268pts
Aspiring Sorceror (60pts)
Bolt of Change (25pts)
Rhino (35)
combi-melta (10pts)

6x Thousand Sons + sorc 268pts
Aspiring Sorceror (60pts)
Bolt of Change (25pts)
Rhino (35)
combi-melta (10pts)

6x Thousand Sons + sorc 268pts
Aspiring Sorceror (60pts)
Bolt of Change (25pts)
Rhino (35)
combi-melta (10pts)

6x Thousand Sons + sorc 268pts
Aspiring Sorceror (60pts)
Bolt of Change (25pts)
Rhino (35)
combi-melta (10pts)

8x Summoned Daemons 104pts

7x Summoned Daemons 91pts

Heavy:
2x Obliterators 150pts

2x Obliterators 150pts

Vindicator 140pts
Extra armor (15pts)

total: 1992

Chaos Space Marines - 2k - Lash of Cheese




HQ:
Daemon Prince 135pts
Mark of Slaanesh (5pts)
Lash of Submission (20pts)

Daemon Prince 135pts
Mark of Slaanesh (5pts)
Lash of Submission (20pts)

Troops:

6x Chaos Space Marines 185pts
Aspiring Champion (15pts)
Powerfist (25pts)
                Combi-melta (10pts)
Meltagun (10pts)
Rhino (35pts)
                 Combi-melta (10pts)

6x Chaos Space Marines 175pts
Aspiring Champion (15pts)
Powerfist (25pts)
                Combi-melta (10pts)
Meltagun (10pts)
Rhino (35pts)

6x Chaos Space Marines 175pts
Aspiring Champion (15pts)
Powerfist (25pts)
                Combi-melta (10pts)
Meltagun (10pts)
Rhino (35pts)

6x Chaos Space Marines 175pts
Aspiring Champion (15pts)
Powerfist (25pts)
Meltagun (10pts)
Rhino (35pts)
Combi-melta (10pts)

6x Chaos Space Marines 175pts
Aspiring Champion (15pts)
Powerfist (25pts)
                Combi-melta (10pts)
Meltagun (10pts)
Rhino (35pts)

10x Chaos Space Marines       170pts
         Lascannon (20pts)  


Heavy:
3x Obliterators 225pts

3x Obliterators 225pts

3x Obliterators 225pts

total: 2000pts

Monday, April 9, 2012

Tyranids - 2k - Balanced Jibbly


HQ:
Tyranid Prime 100pts
Pair of Boneswords (10pts)
Adrenal Glands (10pts)

Elites:
2x Hive Guard 100pts

2x Hive Guard 100pts

6x Ymgarly Genestealer 138pts

Troops:
10x Gaunts 50pts

10x Gaunts 50pts

Tervigon 195pts
Adrenal Glands (10pts)
Toxin Sacs (10pts)
Catalyst (15pts)

Tervigon 195pts
Adrenal Glands (10pts)
Toxin Sacs (10pts)
Catalyst (15pts)

12x Genestealers 168pts

12x Genestealers 168pts

Heavy:
Tyrannofex 265pts
Rupture Cannon (15pts)

Tyrannofex 265pts
Rupture Cannon (15pts)

Trygon 200pts

                               1993pts

Sunday, March 25, 2012

Tyranids - 1.5k - Tournament Success List



HQ:
Warrior Prime 105pts
Adrenal Glands (10pts)
Bonesword + Lashwhips (15pts)

Elites:
Hive Guard x2 100pts

Hive Guard x2 100pts

6x Ymgrl genestealers 138pts

Troops:
10x Gaunts 50pts

10x Gaunts 50pts

Tervigon 195pts
Adrenal glands (10pts)
Toxin Sacs (10pts)
Catalyst (15pts)

Tervigon 195pts
Adrenal glands (10pts)
Toxin Sacs (10pts)
Catalyst (15pts)

10x Genestealers 140pts

11x Genestealers 154pts

Heavy:
Tyrannofex 265pts
Rupture Cannon (15pts)

total: 1492pts

Monday, March 12, 2012

Chaos Decimator - A move in the right direction

Forgeworld just released this new monster for Chaos Space Marines to compete with the Contemptor pattern dreadnought for the vanilla lot. Obviously the model looks great. Reminds me of a tricked out dreadknight!

However Forgeworld also provided experimental rules for this model and it's the first breath of life i've seen come from Chaos in a long time. The rules are good. It's something i'd play!

The model comes in at a modest 155pts but what are you getting for this cost?

The wargear options are all decent. The Decimator Siege Claws provide an extra attack (included in the profile already) but ignore armor saves and allow the Decimator to reroll wounds (I would much prefer hits, but I digress) but also gives him 2D6 armor penetration which with str8 is nothing to shake a stick at! But wait! there is more! For each penetrating hit inflicted on a building or transport carrying troops, the unit inside suffers D6 Heavy flamer hits in addition to the vehicle damage. That's SICK!

What are the other weapon options you ask?
All pretty good, especially the Butcher Cannon and Storm Laser but are hurt by his BS3.

For his special rules he has demonic possession which means he ignores crew shaken and stunned (You take a -1 BS when you take that upgrade so that explains his 3 ballistic skill). Unholy Vigour is where this model gets interesting. Whenever he suffers a weapon destroyed or immobilized results, he ignores it on a 5+ (this is neat by itself, but wait there is more!) additionally, if he is destroyed, place him on his side and for each subsequent player turn on a roll of a 6 he comes back from the dead with all its weapons and mobility restored! This means that once he goes down, he remains a constant threat with the chance to come back from the dead. However on the roll of a 1, he is permanently destroyed.

You can also buy him a mark of chaos but it must match a mark that one of your independent characters have.
The Nurgle mark is particularly interesting. You not only get to reroll the 5+ to ignore a weapon destroyed or immobilized result but also his ability to come back from the dead. 

He does have some fairly serious negatives. The most glaring, is his initiative. He'll be spanked if he goes up against a dreadnight or dreadnought. His side armor being an 11 is also fairly alarming. I understand that his BS is reduced by 1 due to the demonic possession but it really drops his competitiveness. 

I would equip him with a Butcher Cannon and a Siege Claw. As much fun as the Siege Claws are, I know that if an opponent were to immobilize him with 2 Siege Claws they would ignore him for the rest of the game. If they destroyed him, he could come back as a threat, but being immobilized guarantees he'll be out of the fight for the rest of the game. 

I really like this model. It's got unique rules that are just copy/pasted from the Space Marines, you have unique weapons and a great looking model. Chaos have been so stale for so long and with a new codex on the horizon, this gives me a bit of hope that it may actually be fun again!

Saturday, March 10, 2012

Dark Eldar - 1.5k - Venomspam 101





A basic venomspam list for Nabbicus's friend on Reddit.

HQ:
Haemonculus 60pts
Liquifier fun(10pts)

Elites:
3x Trueborn 151pts
2x Dark Lances (50pts)
Venom (55pts)
Splinter Cannon (10pts)


3x Trueborn 151pts
2x Dark Lances (50pts)
Venom (55pts)
Splinter Cannon (10pts)


Troops:
5x Kabalite Warriors 125pts
Blaster (15pts)
Venom (55pts)
Splinter Cannon (10pts)

5x Kabalite Warriors 125pts
Blaster (15pts)
Venom (55pts)
Splinter Cannon (10pts)

5x Kabalite Warriors 125pts
Blaster (15pts)
Venom (55pts)
Splinter Cannon (10pts)

5x Kabalite Warriors 125pts
Blaster (15pts)
Venom (55pts)
Splinter Cannon (10pts)

5x Kabalite Warriors 125pts
Blaster (15pts)
Venom (55pts)
Splinter Cannon (10pts)

10x Kabalite Warriors 115pts
Dark Lance (25pts)

Heavy:
Ravager 130pts
Flickerfield (10pts)
Night Shields (10pts)
Envenomed Blades (5pts)

Ravager 130pts
Flickerfield (10pts)
Night Shields (10pts)
Envenomed Blades (5pts)

Ravager 130pts
Flickerfield (10pts)
Night Shields (10pts)
Envenomed Blades (5pts)


total: 1492pts


Monday, March 5, 2012

Necrons win Indy Open with this list..It's interesting


HQ:
Imotekh the Stormlord 225pts

Orikan The Diviner 165pts

Court:
3x Crypteks 100pts
1x Aeon stave (free)
1xChronometron (15pts)
2x Tremorstaves (free)
Seismic Crucible (10pts)
1x Lord 90pts
Warscythe (10pts)
Resurrection Orb (30pts)
Mind Shackle Scarabs (15pts)

Elites:
Ctan Shard 230pts
Writhing Worldscape (35pts)
Lord of Fire (10pts)

7x Lychguard 315pts
Hyperphase swords + Dispersion Shields

Troops:
5x Warriors 65pts

5x Warriors 65pts

5x Immortals 85pts
Guass Blasters (free)

Fast Attack:
5x Wraiths 200pts
2x Whip Coils (20pts)
1x particle caster  (5pts)

4x Scarabs 60pts

5x Scarabs 75pts

Heavy:
3x Spyders 165pts
Gloom Prism (15pts)

3x Spyders 150pts

Friday, February 10, 2012

Daemons - 2k - mixed favors


HQ:
Herald of Khorne 115pts
Blessing of the Blood God (5pts)
Chaos Icon (25pts)
Iron hide (15pts)

Herald of Khorne 115pts
Blessing of the Blood God (5pts)
Chaos Icon (25pts)
Iron hide (15pts)

Herald of Tzeentch 105pts
Chariot of Tzeentch (15pts)
We are Legion (10pts)
Bolt of Tzeentch (30pts)

The Masque 100pts

Elites:
4x Fiends of Slaanesh 120pts

4x Fiends of Slaanesh 120pts

4x Blood Crushers 160pts

Troops:
14x Bloodletters of Khorne 224pts

14x Bloodletters of Khorne 224pts

6x Pink Horrors 112pts
Bolt of Tzeentch (10pts)

5x Pink Horrors 95pts
Bolt of Tzeentch (10pts)

5x Pink Horrors 95pts
Bolt of Tzeentch (10pts)

5x Pink Horrors 95pts
Bolt of Tzeentch (10pts)

Heavy:
Soul Grinder 160pts
Phlegm (25pts)

Soul Grinder 160pts
Phlegm (25pts)

Thursday, February 9, 2012

Necrons - 2k - Battle Bots



HQ:
Overlord 210pts
Warscythe (10pts)
Tachyon Arrow (30pts)
Catacomb Command Barge (80pts)
Gauss cannon (free)

Overlord 210pts
Warscythe (10pts)
Tachyon Arrow (30pts)
Catacomb Command Barge (80pts)
Gauss cannon (free)

5x Crypteks 195pts
5x Lance (50pts)
1x Solar flare (20pts)

5x Crypteks 195pts
5x Lance (50pts)
1x Solar flare (20pts)

Troops:
8x Immortals 136pts
Tesla Carbines (free)

8x Immortals 136pts
Tesla Carbines (free)

8x Immortals 136pts
Tesla Carbines (free)

8x Immortals 136pts
Tesla Carbines (free)

8x Immortals 136pts
Tesla Carbines (free)

Fast Attack:
4x Tomb Blades 80pts

4x Tomb Blades 80pts

4x Tomb Blades 80pts

Heavy Support:
Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Total: 2000pts

Thursday, February 2, 2012

Grey Knights - 2k - Psytastic



HQ:
Inquistor 80pts
Terminators armor (40pts)
Psycannon (15pts)

Elites:
5x Purifiers 229pts
2x Psycannon (20pts)
2x Halberds (4pts)
1x Hammer (5pts)
Razorback (45pts)
Twin-linked Assault Cannon (35pts)
Psybolt Ammo (5pts)

Troops:
5x Grey Knight Strike Squad 205pts
Psycannon (10pts)
Daemon hammer (10pts)
Razorback (45pts)
Twin-linked Assault Cannon (35pts)
Psybolt Ammo (5pts)

5x Grey Knight Strike Squad 205pts
Psycannon (10pts)
Daemon hammer (10pts)
Razorback (45pts)
Twin-linked Assault Cannon (35pts)
Psybolt Ammo (5pts)

5x Grey Knight Strike Squad 205pts
Psycannon (10pts)
Daemon hammer (10pts)
Razorback (45pts)
Twin-linked Assault Cannon (35pts)
Psybolt Ammo (5pts)

5x Grey Knight Strike Squad 205pts
Psycannon (10pts)
Daemon hammer (10pts)
Razorback (45pts)
Twin-linked Assault Cannon (35pts)
Psybolt Ammo (5pts)

5x Grey Knight Strike Squad 205pts
Psycannon (10pts)
Daemon hammer (10pts)
Razorback (45pts)
Twin-linked Assault Cannon (35pts)
Psybolt Ammo (5pts)

5x Grey Knight Strike Squad 205pts
Psycannon (10pts)
Daemon hammer (10pts)
Razorback (45pts)
Twin-linked Assault Cannon (35pts)
Psybolt Ammo (5pts)

Heavy:
Purgation Squad 180pts
4x Psycannons (80pts)

Dreadnought 140pts
2x Twinlinked Autocannon (15pts)
psybolt ammo (5pts)

Dreadnought 140pts
2x Twinlinked Autocannon (15pts)
psybolt ammo (5pts)

Total: 1994pts

Wednesday, February 1, 2012

Advanced Networking - L3 switches vs Routers



  • L3 switch do switching at layer 3 by preserving the source and destination mac and preserving the TTL value of the IP header of the 1st routed packet, so the first packet is routed using normal routing lookup, but after that all packet are switched.


  • Switches doesnt support some QoS features.


  • Switches don't support NAT


  • The forwarding on switches is done on ASIC (Application Specific Integrated Circuits) which is done in hardware rather than a software. Forwarding in Routers are done with Software.


  • Routers support different WAN technologies (such as modules) while switches do not.
  •  Routers do normal routing lookup, but by introducing fast switching and CEF, packets are also now switched on a router.
  • Routers were devices that connected the LAN to the WAN and switches were just LAN devices and you may add a layer 3 switch to the lan if you had some vlans and didn't want to use a router.
  • Routers seem to support more traffic monitoring features, such as netflow and nbar where as Layer 3 switches don't seem to have that kind of support.... until you get to the 6500


  • The hardware inside a Layer 3 switch merges that of traditional switches and routers, replacing some of a router's software logic with hardware to offer better performance in some situations.
  • Layer 3 switches often cost less than traditional routers. Designed for use within local networks, a Layer 3 switch will typically not possess the WAN ports and wide area network features a traditional router will always have.

Advanced Networking: Trunking


Trunking - in a VLAN concept, this means carrying multiple VLANS (re: Different) through one VLAN link. This is done via the 802.1Q standard which dictates that a tag be added to each Ethernet header to differentiate it from another VLAN.

Cisco also has it's own means of do this by encapsuling a frame into a container, with the container being sufficient to identify the VLAN that the frame is associated with. This is called "Inter-Switch Link". Obviously this technology is only supported by Cisco devices.


Advanced Networking - Cables

I'm going to change it up a bit and post some of my networking notes that I took a few weeks back:


Bonded ethernet - Connecting 2 switches together to balance the load. Takes a couple ethernet links and splits it up.
EARL - Encoded Address Resource Logic - balances the traffic

Everything is done with full duplex - It makes more sense and errors will show up (if any) as FCS (Frame Check Sequence) errors in the logs

You have to limit errors on the line because as speed picks up, these errors acculumate and slow everything down.

Etherchanel - splices mutliple ethernet bandwiths together but makes them function as 1 cable due to software.
40gb and 100gb ethernet cable actually rolls together multiple cables to reach the desired bandwith but is managed at the hardware level.

802.3bj - attempting to reach 100gb speeds on copper cable expected by march 2014. Cheaper because of copper.

Thursday, January 26, 2012

Necrons - 2k - Experimental v1.9.1


HQ:
Overlord 180pts
Warscythe (10pts)
Catacomb Command Barge (80pts)

5x crypteks 190pts
4x Lance (40pts)
1x Solar flare (20pts)
1x Tremorstave (5pts)

Elites:
Stalker 150pts
Stalker 150pts
Stalker 150pts

Troops:
7x Immortals 219pts
Tesla Carbines (free)
Night Scythe (100pts)

5x Warriors 165pts
Night Scythe (100pts)

5x Warriors 165pts
Night Scythe (100pts)

5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

Heavy:
Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

total: 1999pts

Necrons - 2k - Experimental v1.9


HQ:
Overlord 165pts
Warscythe (10pts)
Phareon (20pts)
Rez Orb (30pts)
Weave (15pts)

2x Crypteks 105pts
1x Solar Pulse (20pts)
1x Lance (10pts)
1x Veil of Darkness (30pts)
Staff of Light (free)

Elites:
Stalker 150pts

Stalker 150pts

Troops:
18x Warriors 234pts


9x Warriors 232pts
Ghost Ark (115pts)

9x Warriors 232pts
Ghost Ark (115pts)

9x Warriors 232pts
Ghost Ark (115pts)

7x Warriors 91pts

Fast:
6x Scarabs 90pts

3x Scarabs 45pts

Heavy:
Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)


Total: 1997pts

Necrons - 2k - Experimental v1.8



HQ:
Overlord 165pts
Warscythe (10pts)
Phareon (20pts)
Rez Orb (30pts)
Weave (15pts)


3x Crypteks 140pts
1x Solar Pulse (20pts)
2x Lance (20pts)
1x Veil of Darkness (30pts)
Staff of Light (free)

Troops:
18x Warriors 234pts

6x Immortals 102pts
Tesla Carbines (free)

6x Immortals 102pts
Tesla Carbines (free)

9x Warriors 232pts
Ghost Ark (115pts)

9x Warriors 232pts
Ghost Ark (115pts)

6x Warriors 78pts


Fast:
6x Scarabs 90pts

6x Scarabs 90pts

Heavy:
Doom Scythe 175pts

Doom Scythe 175pts

Doom Scythe 175pts

total: 1990pts

A slight rearranging of version 1.7 but with doom scythes.

Necrons - 2k - Experimental v1.7


HQ:
Overlord 165pts
Warscythe (10pts)
Phareon (20pts)
Rez Orb (30pts)
Weave (15pts)

Destroyer lord 140pts
Weave (15pts)

2x Crypteks 105pts
1x Solar Pulse (20pts)
1x Lance (10pts)
1x Veil of Darkness (30pts)
Staff of Light (free)

Troops:
19x Warriors 247pts

6x Immortals 102pts
Tesla Carbines (free)

6x Immortals 102pts
Tesla Carbines (free)

9x Warriors 232pts
Ghost Ark (115pts)

Fast:
5x Wraiths 205pts
3x Whip Coils (30pts)

6x Scarabs 90pts

Heavy:
Monolith 200pts

Monolith 200pts

3x Spyders 200pts
2x twin-linked particle beamer (50pts)

Total: 1988pts

No annihilation barges. Dual Monoliths. Not sure if I should swap the Tesla Carbines for Gauss Blasters for the extra chance to glance vehicles. It's disheartening how expensive Necron Anti-tank is...

Tuesday, January 24, 2012

Necrons - 2k - Experimental v1.6 "Armored Core"


HQ:
Overlord 180pts
Warscythe (10pts)
Catacomb Command Barge (80pts)

5x Crypteks 195pts
1x Solar Flare (20pts)
5x Lances (50pts)

Elites:
Stalker 150pts

Stalker 150pts

Troops:
5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

Fast Attack:
5x Scarabs 75pts

5x Scarabs 75pts

Heavy:
Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Total: 1995pts

Necrons - 2k - Experimental v1.5


HQ:
Overlord 150pts
Warscythe (10pts)
Rez orb (30pts)
Phaeron (20pts)

Overlord 150pts
Warscythe (10pts)
Rez orb (30pts)
Phaeron (20pts)

5x Crypeks 215pts
1x Solar Flare (20pts)
4x Lance (40pts)
1x Harp of Dissonance (25pts)
1x Tremor Staff (5pts)

5x Crypeks 215pts
1x Solar Flare (20pts)
4x Lance (40pts)
1x Harp of Dissonance (25pts)
1x Tremor Staff (5pts)

Troops:
8x Immortals 136pts
Guass Blasters (free)

8x Immortals 136pts
Gauss Blasters (free)

5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

8x Warriors 104pts



Fast Attack:
6x Scarabs 90pts

6x Scarabs 90pts

Heavy:
Doomsday Ark 175pts

Doomsday Ark 175pts

Total: 1996pts

Necrons - 2k - Experimental v1.4


HQ:
Destroyer Lord 160pts
Sempiternal Weave (15pts)
Mindshackle Scarabs (20pts)

Overlord 180pts
Warscythe (10pts)
Catacomb Command Barge (80pts)

5x Crypeks 195pts
1x Solar Pulse (20pts)
5x Lance (50pts)

Troops:
5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

Fast:
5x Wraiths 205pts
3x Whip Coils (30pts)

6x Scarabs 90pts

6x Scarabs 90pts

Heavy:
Annihilation Barge 90pts
Gauss cannon (free)

Annihilation Barge 90pts
Gauss cannon (free)


Total: 2000pts


Necrons - 2k - Experimental v1.3


HQ:
Overlord 180pts
warscythe (10pts)
Catacomb Command Barge (80pts)

Overlord 180pts
warscythe (10pts)
Catacomb Command Barge (80pts)

5x Crypteks 175pts
1x Solar Pulse (20pts)
4x Lances (40pts)
1x Voltaic Staff (free)
1x Lightning Shield (10pts)


5x Crypteks 165pts
1x Solar Pulse (20pts)
1x Lance (10pts)
4x Voltaic staff (free)
1x Lightning Shield (10pts)

Troops:
5x Immortals 185pts
Gauss Blasters (free)
Night Scythe (100pts)

5x Immortals 185pts
Gauss Blasters (free)
Night Scythe (100pts)

5x Immortals 185pts
Tesla Carbines (free)
Night Scythe (100pts)

5x Immortals 185pts
Tesla Carbines (free)
Night Scythe (100pts)

5x Immortals 185pts
Tesla Carbines (free)
Night Scythe (100pts)

Fast:
7x Scarabs 105pts

Heavy:
Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Total: 2000pts

Necrons - 2k - Experimental v1.2


HQ:
Overlord 180pts
warscythe (10pts)
Catacomb Command Barge (80pts)

Overlord 180pts
warscythe (10pts)
Catacomb Command Barge (80pts)

5x Crypteks 195pts
1x Solar Pulse (20pts)
5x Lances (50pts)

5x Crypteks 155pts
1x Solar Pulse (20pts)
1x Lance (10pts)
4x Voltaic staff (free)

Troops:
5x Warriors 180pts
Ghost Ark (115pts)

5x Warriors 180pts
Ghost Ark (115pts)

5x Immortals 185pts
Tesla Carbines (free)
Night Scythe (100pts)

5x Immortals 185pts
Tesla Carbines (free)
Night Scythe (100pts)

5x Immortals 185pts
Tesla Carbines (free)
Night Scythe (100pts)

Fast:
7x Scarabs 105pts

Heavy:
Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Total: 2000pts

Necrons - 2k - Very Experimental v1.1


HQ:
Destroyer Lord    140pts
 Sempiternal Weave (15pts)

Overlord    150pts
 Warscythe (10pts)
 Rez Orb (30pts)
 Phaeron (20pts)

1x Cryptek of Despair   150pts
 Veil of Darkness (30pts)
2x Crypek of Destruction
 2x Lance (20pts)
 Solar Flare (20pts)

Elites:
Stalker 150pts

Troops:
20x Warriors    260pts

10x Warriors    130pts

6x Warriors 193pts
Ghost Ark (115pts)

7x Immortals    119pts
 Gauss Blasters

5x Immortals    85pts
 Tesla Carbines

Fast:
5x Scarabs    75pts

4x Wraiths     160pts
 2x Whip Coils (20pts)

Heavy:
Annihaltion Barge 90pts
Gauss cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)

Monolith    200pts


Total: 1992pts

Necrons - 2k - Experimental v1


HQ:
Overlord 165pts
Warsycthe (10pts)
Phareon (20pts)
Rez Orb (30pts)
Mind Shackle Scarabs (15pts)

Anrakyr The Traveller 165pts


4x Crypteks 180pts
1x Viel of Darkness (30pts)
1x Solar Pulse (20pts)
3x Lance (30pts)

2x Crypteks 90pts
1x Lightning Field (10pts)
Voltic Staff (free)
1x Solar Pulse (20pts)
1x Lance (10pts)


Troops:
10x Immortals 270pts
Gauss Blasters (free)
Night Scythe (100pts)

8x Immortals 236pts
Tesla Carbines(free)
Night Scythe (100pts)

6x Warriors 193pts
Ghost Ark (115pts)

6x Warriors 193pts
Ghost Ark (115pts)

5x Warriors 65pts

5x Warriors 65pts

Fast:
6x Scarabs 90pts

6x Scarabs 90pts

Heavy:
Annihilation Barge 90pts
Gauss cannon (free)

Annihilation Barge 90pts
Gauss Cannon (free)



Monday, January 23, 2012

Orkz - 1750 - Speed is key




HQ:
Wazdakka 180pts

Warboss 125pts
Bike (40pts)
Power Klaw (25pts)

Troops:
6x Nobs 378pts
6x Bikes (150pts)
2x Power klaw (50pts)
4x Big Choppa (20pts)
Painboy (30pts)
boss pole (5pts)
ammo runt (3pts)
6x Warbikers 190pts
Nob (10pts)
Power Klaw (25pts)
boss pole (5pts)

5x Warbikers 165pts
Nob (10pts)
Power Klaw (25pts)
boss pole (5pts)

5x Warbikers 165pts
Nob (10pts)
Power Klaw (25pts)
boss pole (5pts)

5x Warbikers 165pts
Nob (10pts)
Power Klaw (25pts)
boss pole (5pts)

12x Shoota Boyz 157pts
Big Shoota (5pts)
Nob (10pts)
Power Klaw (25pts)
boss pole (5pts)
Trukk (35pts)
Ram (5pts)


Fast:
2x Warbuggies 70pts
2x Twin-linked Rokkit Launcha (10pts)

2x Warbuggies 70pts
2x Twin-linked Rokkit Launcha (10pts)

2x Warbuggies 80pts
2x Scorchas (20pts)


total: 1745pts

Orkz - 1750 - Weirdboy Science




HQ:
Weirdboy 55pts

Weirdboy 55pts

Elites:
10x Burna Boyz 150pts

6x Nobz 350pts
3x Power Klaw (75pts)
3x Big Choppa (15pts)
2x Combi-scorcha (10pts)
2x Combi-rokkit (10pts)
2x twin-linked shoota (10pts)

Battlewagon (90pts)
Deff Rolla (20pts)


Troops:
12x Shoota Boyz 157pts
Big Shoota (5pts)
Nob (10pts)
Power Klaw (25pts)
Boss Pole (5pts)
Trukk (35pts)
Ram (5pts)

12x Shoota Boyz 157pts
Big Shoota (5pts)
Nob (10pts)
Power Klaw (25pts)
Boss Pole (5pts)
Trukk (35pts)
Ram (5pts)

12x Shoota Boyz 157pts
Big Shoota (5pts)
Nob (10pts)
Power Klaw (25pts)
Boss Pole (5pts)
Trukk (35pts)
Ram (5pts)

12x Shoota Boyz 157pts
Big Shoota (5pts)
Nob (10pts)
Power Klaw (25pts)
Boss Pole (5pts)
Trukk (35pts)
Ram (5pts)

12x Shoota Boyz 162pts
rocket Launcha (10pts)
Nob (10pts)
Power Klaw (25pts)
Boss Pole (5pts)
Trukk (35pts)
Ram (5pts)

13x Shoota Boyz 128pts
rocket Launcha (10pts)
Nob (10pts)
Power Klaw (25pts)
Boss Pole (5pts)


Heavy:
BattleWagon 110pts
Deff Rolla (20pts)

BattleWagon 110pts
Deff Rolla (20pts)

total:1748pts