Categories
Development News

Hive Fleet Behemoth

The Shadow of the warp stretches its dark tendrils across the ether, the sky darkens, the hive fleet draws near.

The living biological ships of the Tyranid Hive Fleet invasion force are translated into real space and disgorge their cargo of life forms in a grotesquely beautiful parody of birth.

The systems outer defences are overwhelmed by the endless of tide of hunger incarnate that has manifested before them.

The systems defenders ready themselves for a fight for their very life. In this fight against the evolutionary forces, only the strong and the faithful will survive. The weak and the impure will be consumed…

The list incorporates a number of existing ideas from a range of current lists whilst also introducing new units for the Tyranid player to explore. This allows players to represent the forces of a Tyranid Hive Fleet invasion force – introducing Bio-Ships, Tyrannocytes and a number of new units and formations.

The Hive Fleet Behemoth offers players a number of new options for the Tyranid player allowing for a vast range of play styles that can represent the initial Tyranid invasion or a more prolonged campaign. Version 1.0 of the list is available here.

Head on over to the forums to discuss the new list here.

All are consumed in the path of their hunger.

Categories
Events & Competitions News

Sydney Titans 2015

I am excited to announce that Sydney Titans 15 will be held on 11 October 2015 at South Coogee Bowling Club. Titans will be a one day, three round, 3000 point event. Lists will be accepted from all Epic Armageddon Approved, Developmental and Experimental lists. EpicUK lists will also be accepted on a case by case basis.

Cost will be approximately $25.

This will be an excellent opportunity to get the Sydney Epic Armageddon crowd together and meet some of the other big names in the eastern Epic scene.

There are also whispers and rumours of a large swarm descending from Newcastle Legions to flex their might and get their dice arms in for CANCON 16.

If you are new to Epic or haven’t played much, I encourage you to throw your pith helmet into the ring. Castle Assault 15 had plenty of first timers and first time Epic Tourney goers.

Sign up and check it out. There are plenty of people willing to teach newcomers in the community. I can even organise a few practice games for those who are interested.

So if you’re thinking:
I would like to but… do it!
I don’t have an army… we have heaps to spare!
I don’t know the rules… neither do I! Makes it easier to accidentally perform illegal actions

Players pack will be out shortly on epicau.com

Sign up now by emailing jim@epicau.com

Categories
Events & Competitions News

Imperium in darkness?

As the book closes on the tournament that was Castle Assault, the light of the Imperium has dwindled. The Tyranid swarm, Chaos horde and Necrons have taken the top three places at this years Castle Assault.

The second day of the tournament saw another two games played Over the course of the day and a lot less drinking for some reason. Despite all odds, alcohol and sexual innuendo, JimXII and his EpicUK Tyranid swarm came away with first place, followed closely by Kenny W’s Emperors Children and in third, Lucas C’s Scarab Conflict Necrons.

The level of competition was extremely high thought the tournament with the majority of matches being hotly contested with a turn fours and victory point deciders.

Castle Assault continues to produce a high calibre of tabletop war gamer with many newcomers to the epic scene offering strong competition throughout the tournament.

More details on the scores, pictures and discussion can be found here on the epicAU forums, so sign up and join the conversation. With luck our pod cast interviews from some of the players will find their way onto the site.

Categories
Events & Competitions News

Sally forth!

As the first day draws closed and the boat races have been run. The current Epic tournament standings are:

  • Jim XII – 32
  • Lucas C- 27
  • Mark S – 25
  • Steve G – 24
  • Ben T – 24
  • Aaron C – 23
  • Zac M – 22
  • John H – 20
  • Kendall W – 20
  • Warren L – 18
  • Sam A – 17
  • Rob L – 16
  • Duncan S – 16
  • Alan P – 15
  • Simon T – 14
  • Sam L – 14
  • Conrad C – 14
  • Nathan S – 14
  • Adam F – 13
  • Dan C – 13
  • Lyndsay S – 11
  • Josh S 4

It’s been an massive day of destruction with some intense competition on the tables. Despite Kent Fury’s best efforts, Jim W is ahead on the tournament scores despite being very, very… very drunk.

Tomorrow is set to be another great day!

Categories
Events & Competitions News

Let slip the dogs of war

It’s games day folks, players from across the country have descended upon Newcastle for this years Castle Assault. 24 Epic Armageddon players will battle it out for fame, glory and wanton destruction.

Will the might of the Imperium stand resolute against the foul legions of Chaos? Can the Squats survive to prosper once again or will the Necrons emerge from their dark places of rest to reclaim the universe.

The next two days of competition are set to be action packed and we here at epicAU will seek to bring you updates through out the course of the tournament on both Facebook and Twitter, so stay tuned.

 

Categories
Tactics

Collegia Titanica

The titan legions of the Adeptus Mechanicus are amongst the most powerful military entities within the Imperium. Ancient and implacable, titans are colossal engines of war, known as God-Machines to the Tech-priests, who revere them as the physical embodiment of the Machine God. Even the smallest titan is mighty enough to destroy an entire tank squadron or level a city block. Fierce and proud, each titan legion possesses it’s own alliances, rivalries and unique character that makes it similar to it’s counterparts amongst the chapters of the Adeptus Astartes.

A titan legion is generally a low activation army, it’s very common to see a maximum of 7-8 activations in a list. However, what they lack for in numbers they almost invariably make up for in firepower. The current edition, version 3.24 has seen a significant amount of work invested to achieve it’s current form. Many would argue that the current version remains overpowered, however I believe that the efforts thus far have achieved a strong balance of power versus cost.

To ensure your formations are able to activate when required you will want to boost your activation count with low cost units such as Thunderbolts. A conscientious player won’t leave home without at least one formation of Thunderbolts. Additionally, Thunderbolts offer you much needed air defence, the titan legion has very little in the way of air defence. Thunderbolts will work overtime on Combat Air Patrol against air assaulting formations or help to break a formation that one of your titans didn’t volley off the table.

Another important formation for boosting your activation count is the Crusade Knight Maniple. These guys are a bit of a jack of all trades, used for screening with their Scout ability, they can hold their own in Close Combat as well as mop and bucket for cleaning up already depleted units.

When facing an AMTL army you will generally see a mix of Reaver Battle Titans and Warhound Scout Titans with the odd Warlord Battle Titan mixed in. Personally I don’t think Warlords are as cost effective as the smaller Reavers and Warhounds, you can’t split fire with a Warlord and you really can only shoot so many weapons. The Warlord is really just a “delete that formation” kind of option.

My MVP award and I think many AMTL players would agree, is the Reaver. There are so many options for weapon load outs offering players a variety of roles. From a blitz guard packing two Quake Cannons and a Landing Pad pouring a 6 Blast Point Macro template of fiery death indirectly. To the ultimate anti War Engine variant running 2 Volcano Cannons and a Gatling Blaster or Laser Blaster. With another popular option of double Gatling Blasters and a Plasma Destructor. Your builds could be quiet different depending on your local meta but often these variations offer you great flexibility on the battlefield. Last CanCon I chose to take a “Close Combat God” variant, a Reaver packing all manner of close combat goodness but turned out to be more heart-ache than he was worth, although unstoppable in close combat, getting him into close combat was not as easy as it first appeared.

The last titan I’m going to talk about is your workhorse, the Warhound. This little fella is so common these days because everyone knows just how handy they can be. The difference between the AMTL version and your run of the mill Space Marine or Imperial Guard lists is you can customise their weapon load out. In some cases it’ll cost you more than its worth and I’ve become a fan of the standard Vulcan Mega-Bolter & Plasma Blast Gun load out, because I can apply him in much the way I use him in marine or guard armies. However it can be hand to swap the Plasma Blast Gun out for a Laser Destructor for both extra range and more effective AT firepower.

A wise AMTL player will likely place his objectives in your half, on the centre line exactly 30cm apart from each other to be held by a single formation late in the game. When facing the AMTL a player should place their objectives far apart. When opposing the AMTL your first goal should be to eliminate smaller weaker units that provide a buffer for the titan formations. Destroying scout titans like Warhounds early will also reduce the options available to an AMTL player. This will open up more breathing space for you to establish favorable engagements with the larger titans. For further discussion on fighting against or with the AMTL, head on over to our forums located here.

Categories
News Tactics

Servants of the Star Gods

The Necrons are a mysterious race who sacrificed their humanity to become soulless machines in a war spanning millennia. The Scarab Conflict list exemplifies the slow and methodical march of a Necron army. Phasing into existence anywhere on the board a Necron player will almost leisurely move their forces across the board delivering wanton death and destruction to any who would oppose them. The Scarab Conflict army is flush with durable Infantry formations and exceptionally hard to destroy Armoured Vehicles and War Engines. This article will look at a few of the characteristics commonly found in a Scarab Conflict list.

Scarab Conflict armies gain a bonus when activating formations with the Marshal order. This ensures formations with the Necron special rule continue to move across the board, gaining lost units and removing blast markers consistently. To counter the survivability of the Necron special rule an opponent with sufficient firepower can focus their shooting attacks to destroy a single formation completely in a single turn. If a Necron formation is allowed to remain broken at the commencement of the rally phase, it will phase out and be given a strong chance of rallying off board and returning to the table in a subsequent turn.

The Scarab Conflict list excels at Fire Fight assaults. A common tactic is to teleport two Monoliths into close proximity with an opposing formation. Subsequently, activate a strong Fire Fight unit off board in reserve to conduct a clipping assault from a Monolith portal. Following a successful assault, the Scarab Conflict player may consolidate move that formation into another Monolith portal, placing them back in reserve and preventing any retaliatory strikes. This tactic is enhanced by the Living Metal rule, which provides units such as the Monolith with the ability to take Reinforced Armour saves against the majority of weaponry and even goes so far as to reduce the effectiveness of Titan Killer weapons.

To counter this tactic, opponents can place formations at risk of being assaulted on Overwatch to ensure that an assaulting formation is disadvantaged by Blast Markers as it emerges from the Monolith portal. This will help tip the balance against the Scarab Conflict player in the ensuing assault resolution as they will no longer gain bonuses for less or no Blast Markers and potentially have less units available during the assault.

Scarab Conflict weaponry is effective at destroying Infantry and Light Vehicles. The majority of units in the Scarab Conflict list possess Anti-Personnel weapons with a high probability to hit. However, Scarab Conflict lists lack the ability to generate a critical mass of long range Anti-Tank weaponry with the Obelisk, Monolith being the most available units with an effective Anti-Tank weapon value. The primary mechanism to destroy Armoured Vehicles is through assaults using Fire Fight.

Finally, a Scarab Conflict player is likely to be dependent upon Portals for his overall game strategy. While Monoliths are difficult to destroy their numbers are few and an effective tactic against a Scarab Conflict list is to completely destroy formations containing Monoliths. Without sufficient Monoliths a Scarab Conflict player will not be able to hold formations off board in reserve. This will expose them to ranged shooting attacks and reduce their mobility for future turns.

For further discussion on fighting Scarab Conflict armies, head over to our discussion forums and have your say here.

Categories
Events & Competitions News

The Castle doors open

Castle Assault 2015 is set to be a huge event this year with 24 players registering their Armies last night at midnight. The variety of Army lists this year is amazing, with everything from Codex Astartes, Tyranids, Imperial Guard, Chaos, Eldar, Necrons, Dark Eldar, Tau and even Squats!

The Newcastle Legions look to be hosting one of the largest Epic Armageddon tournaments in the world! Head on over to wargamer.AU and check out the list composition.