Aquan Core Helix Tactics & Comments

Its been a while since I posted a tactica report for the Aquans and since i have finally completed the Core Helix (or rather have done for a while) I decided they should be the next up.

Sedna Heavy Squadron
The Sedna is the Core Helix's only transport unit, and although it is very quick, and without the Lumbering MAR it doesn't mean you should look to using this guy to deliver troops to the enemy as its primary function.

The Sedna's laser, benefits from the Votari Nodes, and puts out a decent number of Attack Dice (AD), if you elect to use a standard shot, then you can cause one point of damage you have a 1/3 chance of taking a second with Pinpoint.

The troops you may take inside the Sedna can be useful to help boost its Close Quarter Battle (CQB) threat, by jumping out when the vehicle is threatened, they definitely arent the best Infantry in the game, but the tactic can work to keep CQB light units from closing up on you too much.

The Sedna does have very respectable cruising move, and with Hit & Run as well the ability to stay away from the enemy can never be under estimated.

Hover on a heavy tank is amazing as well, as it really helps increase the Sedna's survivability, at least until the enemy close into Effective Range (EF).

I tend to always take two of these guys, the number of dice, range and manoeuvrability work really well for them.

Lamana Medium Squadron
My opinion is that the Mediums really are your backbone of any Core Helix, and the Lamana's are no different.

With only one weapon available to them they put out a decent amount of firepower, and while pinpoint (1) isn't amazing, whenever it pays off you will normally be in a good place.

Like the Sedna the Lamana has hit & run, a rule it should utilise to stay away from enemy fire, with Hover they are only hit on 5+'s to begin with and this  helps with their longevity.

Imzani Light Squadron
I feel these guys are actually very good, they have a decent AD each (5), meaning they can put out a surprising number of shots (20 if they are all still there), and they are fast. 

Similar to the Crone from the Works Raptor Recon Helix, you will want to get these guys into the Flank & Rear of your opponent to threaten your primary objective, with the usual -1 to hit that all lights get these guys can do relatively well against medium firepower.

Don't put them in the open, and try to get the first strike with them if you will, like all light tanks they are very much a glass cannon.

Stingray Squadron
Stingray's arrive via Sky drop, so the positioning of your Sky drop markers needs to be carefully considered from the off, these guys put out 12AD at 30" between them, so you should be able to get yourself some nice Flank, and with luck Rear shots against your opponent. 

Not calling these guys in can also be a huge advantage as your opponent has to consider where they might arrive when completing all of their other options.

They are not the hardest things in the world to kill, Hard Target (-1) helps, but do'nt expect them to stand up to torrents of fire. However if someone is shooting at them, they arent shooting at your mobile elements. 

They are also some of the most effective AA in the game, given their range and number of AD, you can easily find that you can deny areas of the board from your enemy flyers, but don't think this is their only roll as flank and rear shots will make a significant difference as the game runs on. 

The Corrosive MAR helps them and their allies apply damage to quickly run down the enemy.

Votari Nodes
The second of the Core Helix's Sky drop units, these guys are great ways to delay activations and let the enemy reveal their plan.

They are cheap and worth no TV, so you dont mind if the enemy shoots at them. 

You really need to look at your positioning on these guys, is it a case of you want to use them to get flank or rear shots, or do you want to use them to redirect shots from where your units are hiding?

You can also use them to extend the range of your weapons, that enemy 24" away from your 20" range weapon? Shoot a crystal that redirects the fire an additional 24", and it keeps it in Effective range allowing you to ignore MAR's like Hover (which makes things harder to hit).

If you can use placed shots against these, then you can quickly offset the loss of Weapon MAR's when using the Crystal. 

These are the key to a successful Aquan Prime force. 

SirSir Medium Specialist
The SirSir is an attachment for either the Lamana's or Sednas in your squadron.

The main reason for it to come along is for you to Zero in Sky Drop markers for your Votari & Stringray Batteries. 

If you dont have any of those you might decide to give this guy a miss, although even without units that can Sky drop, he can still add two additional hit points to a unit, extra shields and some much needed CQB. 

When you add in Artillery markers from other helixes, the SirSir can be used to help zero them in, or call in artillery strikes. 

Generally he will start out at the back of the unit till you can zero in all your sky drops, before he moves out in front to absorb some damage for you. 

As an attachment he increases the units TV by +2, but until he is dead your opponent doesn't get any TV for the unit, so don't be afraid to hide him away or run him off the board if you lose the unit he is attached to.

Khitari Strike Shoal
The basic Khitari are not the best infantry in the world, you need them to hold objectives of course, but in an ideal place you don't really want them to be threatened by another CQB heavy unit as they are unlikely to stand upto anything serious in a fight.

Where the Khitari come into there own is when you start upgrading them, you will find some of their upgrades are expensive, but so far the Aquans don't have any heavy infantry, although with a load of upgrades the Khitari more than make up for it. 

These guys have decent shooting, that can benefit from the hit & run MAR (with an officer), and can have some serious CQB output with additional soaker units when you add in your sweeper teams.

I find running these guys as either a three man Gun team, or a six man Sweeper team works well from the Sedna's, the extra 12 shots they put out from the gun teams can really help especially if you can get the flank shot into something that is already damaged.

The Sweeper teams also help boost the CQB, and again through careful positioning you can threaten just that one (hopefully damaged) medium and overwhelm them in combat. 

2017 Resolutions & Last Year in Review

Happy New Year, fingers crossed 2017 meets all your hobby needs & wants! 

So at this time I have a fair old number of projects on the go.

With the annual event of Carronade coming up in April (i.e sell what you dont use) I really need to have some clear ideas of what I am keeping or dropping.

What did I manage in 2016?

Well I did get the following painted;

30k/40k - 46 Models
30 Tactical Marines
5 Cataphrattci Terminators
2 Contemptor Dreadnoughts
2 Cataphrattci Captains
1 Landraider
3 Attack Bikes
3 Centurions

Planetfall - 85 models
Rense System Navy Assault Helix (1 Leviathan, 1 Building, 6 Lights)
Aquan Ground Attack Helix (2 Heavy Flyers, 3 Light Flyers)
Aquan Command Helix (1 Tank, 4 Lights, 8 Infantry)
Aquan Ja-Fu Shami x 2
Directorate Command Helix (1 Arbiter tank, 2 Trojans, 6 Deadlock Stands)
Directorate Recon Helix (5 lights, 2 Transports, 4 Deadlock Stands, 6 Infantry Stands)
Aquan Infantry - 6 Sweeper Teams, 6 Gun Teams, 2 Command Teams
Directorate Infantry - 9 Sweeper Teams, 6 Guns Teams, 2 Command Teams

This for me shows that last year was actually pretty damn good for me knocking out 131 models when all is said and done, much better than I thought, so fingers crossed to a more successful year next year (I will settle for less models if more armies are completed!)

Games played--- 
Well this is the drop from previous years, as I believe all up I only managed around 25-30 games spread across Planetfall & 40k, something I hope to remedy this coming year, but we will see how that plays out! 

So what do we have for 2017?:

I would like to try and be a bit more consistent this year, a monthly review preplanned and some consistent posting without overloading at specific times of year.

I appreciate that wont happen all the time but I am going to aim for it!

I have a rough idea of when I can get my gaming in now on a consistent basis in the week, so I just need to put the effort in to allow it to happen, I think I will be rotating a bit more through things like 40/30k, Planetfall and the other systems I have if possible though.

Ideally I would like to aim for around 52 games all up next year, once a week isnt too much to aim for, especially as I know I will be attending at least a couple of gaming days where I knock out 3 or so games on the day!


30/40k Ultramarines
I still have a chunk of guys to paint here, around 50 Infantry Marines, 15 Terminators, 1 Landspeeder, 3 Drop Pods, 3 Predators
Roboute Guillman

5 Veterans
1 Deathwatch Captain
5 Vangaurds
1 Dreadnought

Blood Bowl
Human Team
Ork Team

Gates of Antares - Possibly on my sell list...
Ghar - Two Battle Squads plus some Outcasts
Concord - 2 Squads

Aquan Assault Helix - 3 Tanks to complete
- The good news is that this would then mean I have fully painted ALL my planetfall models for my Aquans, been a while since I actually fully completed an army! 

Dropfleet Commander

With upcoming Christmas & New Year I decided to ask Santa (also know as the Mrs) for some Dropfleet mini's for Christmas. 

While I have previous struggled to get along with Dropzone Commander, I cannot fault their mini's asthetic or look, and Dropfleet commander has been something I am looking at for a while. 

Unfortunately for me I didn't get in on the kickstarter, however I hope to make up for that in the next few months. 

I recently found a decent review, worth a read if you are interested or thinking about it!

Volley Fire Painting

Hopefully in the New Year, I will be able to get some pictures of the models and a few games in! 

Fall of Cadia

Ok... so this is on my pre-order then.

I was lucky enough to find time at work to watch the Live Stream from Games Workshop about this book.

Their quick highlights were:

3 new Minatures will be released with it (can anyone say Primarch here?)

It will also contain rules for playing games around the Cadia Gate

Finally it will contain rules for ALL 40k armies to be used at the Cadia Gate.

Yes I can see myself getting a pre-order for this and the other Gathering Storm books in this series.

Planetfall (funny)

Someone provided me this as their description of what models they were taking in the Sorylian faction for a game of planetfall.

It made me laugh, and hopefully if you play Planetfall (or any other game it might make you laugh as well!)

Nor’Bar’Ro = Big Brainy Shooty Dinosaur

Jol’Tak = Command Bathtub

Huk’Vok’Ka = Big Walker
Huk’Ka = Big Walker with Big Gun

Bor’Ka = Medium and Pointless F*****g Walker
Sor’Ka= Bestest Anti Tank Walker in the game
Ja’Gor = Little Walker

Bol’Vuk’Ra = Bathtub
Bol’Vak = Hover Bus
Ka’Kun = Jetbikes

Jyal’Ro Power-Creep ‘Mech of Doom
Samaru = Filler unit for the Power-Creep ‘Mech of Doom

Kul’Vok = Saurus
Mul’Kat = Skinks
Ro’Mul’Kat = Old Blood

Jor’Mar’Ta = Pointless Plane
Mak’Kun = Super-Pointless Plane

Sar’Mak = Bestest Plane Ever!!!!11!!!!!
Vro’Mak = Almost the Bestest Plane Ever!!one!11!

Yok’Ta = Vidr…varder….vaydro…..Vaydrith Big Tank
Nuk-Su = Vidr…varder….vaydro…..Vaydrith Little Tank

A 30k Ultramarines List - 2000

So first time writing up a 30k Ultramarines list.

Need to start getting the games in, but this is pretty much an infantry heavy list till I start getting a few more vehicles next year! 

All the detail after the jump!

Deadzone Campaign - The Basics

**** Another old post, written for the V1 of Deadzone, but I dont see why it couldnt be adjusted to work with V2 of Deadzone! ***

So my brother and I are intending on playing a bit of a Deadzone campaign, as much for a 
playtest as for the fun of playing.

I see many posts over on Quirkworthy at the moment about Deadzone Redux, the version 2 of the rules. Most, if not all of them excite me and I look forward to getting new games in with the new version, picking up the Veer-myn faction (the only one not owned by myself or my brother), and hopefully introducing a few people to the game, even if they just use my minis.

This set of campaign rules will give us a framework to use when the new games come out and avoids some of the challenges we found when trying to play Nexus Psi.

In the Nexus Psi campaign book, the winner of the previous mission gets to pick the mission they wish to play, but the fact the Plague start by controlling all the Strategic objectives gives them a decent points boost, and basically meant that in all of our games I was able to win enough games / not loose critical ones to prevent my brother taking any of the Strategic objectives off me s the plague, after five rounds, well four in our cases the game was over as the  Plague still controlled all the objectives.

This campaign won't be as straight forward as the Nexus Psi but might work a little better to keep people interested.

Anyway without further ado, lets get to some rules.

The Factions
This campaign will work better with more players, but will equally work well with just two players. Each player should pick a faction they wish to control, if the Plague are not chosen then the player running the Campaign should pick a Plague strike force that will work as either an AI opponent, or as something different for you to play with / against.

After all a Containment Protocol is generally declared when the plague is detected...

Each Faction should choose themselves a Strike Team using the following rules:

200 Reputation to spend.
4 Clearance Unlocks.

The Campaign Turn
The lowest ranked Strike Team gets to pick an opponent to play, in the event of a tie, roll off to decide who picks first.

Each Strike team must play one game per Campaign turn. They may not be involved in more than one game per Campaign turn, unless specifically stated in these rules.

The player being challenged gets to choose whether the game is played using a Standard 70 point Strike team, or using a Code 13, 100 point strike team.

If during a previous game, a player discovered an Intel Marker, they can instead choose to initiate a special mission rather than a standard game from their Decks.

Intel Markers grant you access to the following missions:

Scenario X - VIP rescue
Scenario Y - Ambush!
Scenario Z - The Gauntlet
Contest a Strategic location.
Supply Raid

When one of these missions is chosen the choosing player is always the attacker.

The Contest a Strategic location, either allows them to play a game against the Plague to to capture a Strategic location, or allows them to challenge another player holding a Strategic location to try and take it off them.

The Strategic locations are:

S1 Shattered Hopes
S2 Bunker Hill
S3 Landing Zone
S4 Long Way Down
S5 Health Assurance
S6 Space Port

Strategic locations 1-5 start the game off in either the Neutral Plague control, or in the Plague players control, if there are multiple Plague factions present the plague Players roll off and then get to alternate picking which Strategic Locations they wish to control.

Strategic Location 6 is always in under the control of the Enforcers, if there are no Enforcers, then its control is decided by consulting the list below, the first faction present in the campaign within the list gains control of it.

1. Enforcers
2. Marauders
3. Forgefathers
4. Asterians
5. Rebs
6. Veer-myn

Please consult the individual missions to see what benefits each of the Strategic locations is worth to the Strike team controlling it.

On Campaign Turn 3, 6, 9 (etc)
The plagues infection reach critical mass, forcing each of the factions to ensure they do not get isolated and cut off.

Roll a D8 before deciding any missions for each faction, on a roll of an 8 their Faction is not caught up in the Zombie tide.

If the faction scored less than 8, then their faction is cut off from its main supplies and must play through the Zombie solo campaign. A team may spend Intel tokens to add 2 to the score of their dice roll if they wish to avoid this.

Each time the Zombie missions are rolled for add 1 dice to each spawn point. So in Campaign turn 3 follow the rules as written for the Zombie campaign, in Campaign turn 6 add 1 dice to each spawn location in each game, In Campaign turn 9, add 2 dice to each spawn location, etc etc).

Ending the Campaign
The Campaign ends either when the players decide to end it, or when the Plague gain control of, and keep control of the Space Port for 3 consecutive game turns. At this point the risk of the Plague getting off planet forces the Council to destroy the planet itself.

Alliteratively the campaign ends if there  is only one player with more than 50 points of their Strike team left (before new Recruits are brought in).

Search The Varcan Cluster