Four guys who want to win at painting... AT ALL COSTS!

Monday, 12 November 2012

500 Point Madness!



A couple of us guys have been playing these small 500 point fantasy games, just to try out something different. So far they've been a ton of fun and they're seriously helping out the way you look at tactics. Can't always run in there hail Mary when you only have like 2 units on the board.

Read inside for the good stuff:




The original idea was set up by Green Feevah! and Wallshammer to do a esco-esque paint and play starting at 500 points. Right now a few of us have been getting together to basically play test how we think it would be best to go about it. Nobody really knows what the guidelines are, I suppose that's what we're trying to figure out.

So far, we've worked out that 500 points although similar, play out way differently.


Firstly, fast cavalry are really looking to be MVP's at the moment just because you can't really find a way to deal with them, but you just can't ignore them anymore - those 2 or 3 guys you lose to pistoliers every turn are now a big deal.

Secondly, we thought that we may have to limit the games to d6 power dice for magic, because with a level 2 there is only so much you can do with 10-12 dice.. there's no reason to 6 dice fire balls if you don't have to. Turns out that it didn't end up being that much of an issue, it makes you think more about how many dice you NEED to use to get your spells off, which will help translate into bigger games. You don't want to throw a lot of dice at the spell if you don't have to, you won't have anything to save your ass against a dimensional cascade at 500 points.. not that you would at 5000 points either, but you get what I'm saying. It's not the end of the world if you have a couple dice left at the end of your phase.


Thirdly, certain circumstances might need to be overlooked. For example yesterday Wallshammer and I were attempting to teach my girlfriend how to play Warhammer. She was playing Vampire Counts and him an undisclosed secret army (surprising, I know). He cast Penumbral Pendulum on a unit of her skeletons containing her general, she failed the LoS, general died, and her whole army died from Crumble. In one spell the game was over, and things would have been totally different if that had not happened.. As non-fluffy as it is, Crumble is one of those things we might overlook.




All this aside, I've composed a couple of list ideas for more playtesting. The idea is to try out as many different types of units as possible, so to see which excel and which are wastes of points.

List 1 - MSU

This list is pretty self explanatory. Have the sorcerer in my tough bunker, take him out before they get into combat. Ideally he will double Fireball or end up with Flame Cag, a really powerful spell in 500 points. The marauders, although I have them, provide decent coverage for my flanks and can dish out some damage too, most importantly not panic.

Chaos Sorcerer; Level 1 Fire, Ruby Ring of Ruin, Spell Familiar - 125

11 Warriors; Shields, Mark of Tzeentch, Full Command, Gleaming Pendant - 231

10 Marauders; Flails, Mark of Slaanesh, Musician, Standard Bearer - 72

10 Marauders; Flails, Mark of Slaanesh, Musician, Standard Bearer - 72

Total: 500p.

List 2 - Chosen

The center block of Tzeentchy goodness should be hard enough to kill. Everybody but the Chosen have a 3+/5+, and the Hero can still put out 4 Str 5 attacks at WS7. The Chosen get their Eye of the Gods roll, hopefully giving them something cool. They re-roll 2 and 7 naturally and I have the champ adjusting by 1 either way. With the Tzeentch unit being the anvil that they are, hopefully my Chosen can break the enemy or take out smaller units. My only concern is the small amount of them. 

Exalted Hero; Shield, Mark of Tzeentch - 125

11 Warriors; Shields, Mark of Tzeentch, Musician, Standard Bearer, Banner of Eternal Flame- 224

5 Chosen; Additional Hand Weapons, Mark of Khorne, Champion (Favour of the Gods) - 150

Total: 499p.

List 3 - Knights

Pretty much just hoping to god that my knights will be able to pop whatever they touch. I opted for lances because I'm trying new stuff out. I'm not sure how anyone will deal with their 1+/6+ either. Also gave the sorcerer a breath weapon for some extra punch. Could be funny if it works out. 

 Chaos Sorcerer; Level 1 Tzeentch, Mark of Tzeentch, Stream of Corruption - 125

20 Marauders; Flails; Mark of Slaanesh, Full Command - 130

5 Knights; Shields; Lances, Mark of Tzeentch - 245

Total: 500p.

List 4 - Slaaneshi

This one is weird for me, I really don't like Slaanesh in big games, but it's a cheap mark so it might be really helpful in these small games. I've also never tried Lore of Slaanesh, but it could be interesting. Ecstatic Seizures is really awesome and it only casts on a 12+. As I said earlier, fast cav are great in these tiny games, and the new Slaanesh unit are SUPER fast cav with bonuses for every unit they destroy. Also, they are M10, awesome. 

Chaos Sorcerer; Level 2 Slaanesh, Mark of Slaanesh - 125

15 Warriors; Halberds, Mark of Slaanesh, Full Command - 280

5 Hellstriders of Slaanesh; Spears - 95



List 5 - Vampire Counts

I also put together a list for my girlfriend's Vampires, her other list had a Necromancer as the general, but the crumble was so devastating to the army I thought I'd try a more resilient General (who also kicks tail in combat cause he's a freaking vampire hero). Black Knights are also scary as hell.

Vampire; Level 1 Vampire, Heavy Armour, Shield, Dragonhelm. - 121

20 Skeletons; Spears, Full Command - 130

10 Crypt Ghouls - 100

5 Black Knights - Lances, Full Command - 145

Total: 496p.


Sorry about the huge post, and lack of painting stuff, but nonetheless I'd love to hear some opinions on 500 point games if you've played any, or on these lists! Thanks for reading!

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