Sunday, October 31, 2010

Ogre Kingdoms in 8th Ed review - In Depth part four: Heroes and Lords - final!

Helloooo!!

And so, finally, we move on to the last section, Heroes and Lords.

I would confidently say that this is one of the most difficult sections to make decisions, especially in smaller games! but then Ogres get this issue regularly, as games get smaller they become a more and more difficult army to play.

And so, what do you do? In regards to items, arcane and otherwise, I'll only be discussing those that are standout items. With 8th ed so many armies have access to the same stuff, so there's plenty of info out there on this already.

Let's get to it!

Heroes

Bruiser:
I always, always, always take a bruiser! Regardless of the game size he has a use! in small games he would be of course your general, but in 2000 pt games I re-purpose him to a BSB - something you should always have! there are plenty of good options here if he is your general. I always try to match him to the squad you're putting him in, but give him the armor of destiny for some survivability. A Luck Gnoblar never goes astray if you've got 5 pts hanging around aswell!

As a BSB your options are a little more limited - Magic Banners are the go here - take one you feel will benefit the squad he's in, and will fill a need aswell - if you're having trouble with armor for example, a razor banner never goes astray - not only could you take ironfists or xtraHW and still get armor piercing on your additional attack, but it would also effect your impact hits and stomp!!

WWAD: take one, squish things! think of where you want him on the table when deploying (in which squad) and take some time considering what equipment/magic banner would give you the most benefits there.

Butcher:
Another must! Unfortunately however, a Butcher cannot be a general, so good luck fitting one into small list. Many people diss the Gut Magic, but personally I think it's brilliant. Sure it's remains in play on only a 7+ dispel, but I've honestly never had much trouble keeping all my spells in play at once.

The difficulty here is, at 130 pts for the base model, it can be hard to fit as many as you'd like. If you're afraid of popping your own Butcher with miscasts, or even just from casting's side effects, the halfling cookbook and a Blood Cleaver never go astray.

WWAD: If you can manage to take one Butcher for each Ogre unit you have, you'll be sitting pretty. this can be difficult to do though, and you may find you can't afford the items that protect you from yourself. in 2000 pts, with a Bruiser BSB, I generally can't fit 2 butchers how i'd like (one with the halfling cookbook, and the other with a blood cleaver) so you have to think about whether you're comfortable sacrificing other things for thid.

Hunter:
Yech! While the hunter is ok, and has some cool rules, it's important to remember your points expenditure is limited, and at 15 pts more than a bruiser or butcher, it's a risky choice. Great for a spot of fun, but I think the pain of being a Butcher, a Bruiser shorter than usual would be much greater

WWAD: don't bother, unless you really like the idea or really want to give them a go.

Lords
Tyrant:
Ah, the bruiser's big daddy!! 70 more pts gives you +1WS, +1BS (making pistols a cool idea), +1 Wim +1 In +1 Attack, and +1 Ld! pretty good deal if you ask me! And with 100 pts of magic items available, you can give him some pretty cool magic weapons etc. as well.

WWAD: As usual, think of which squad you're putting him in, and outfit him to fill a need there. Personally I put him in a block of Ironguts, with the armor of destiny, the tenderiser, handguns and some luck gnobbo just in case. The weakness with this build, is against High Elf models with the Multiple Wounds special rule - basically you're boned if he challenges you. either avoid or try a different build if you're coming up against this alot.

Slaughtermaster:
Hm.. required a Tyrant to use.. so you wont see him in small games. 70 pts more gives you all the same benefits between bruiser and tyrant. It's just a more beefy Butcher, not alot to say about him

WWAD: Take one if you can afford one, but I wouldn't expect to see them in anything less than 3000 pts

Greasus Goldtooth:
Really overpriced points wise if you ask me. for 365 pts more than a Tyrant (yes, 365) you get -2 Mv, -1 BS, a str 10 magic weapon, +1 Str/To, -2 Attacks, some special rules and a 4+ Ward.

He's great for flavour, but that appears to be about it - at 565 pts you won't see him at 2000 pts where alot of games are played, and he just doesnt seem worth it in 8th

WWAD: You can really easily build up a better tyrant for less. So if you like the stats on Greasus, take a Tyrant instead. My build is: Brace of handguns, a Luck Gnoblar, The Tenderiser, and the Armor of Destiny. then I put him in my Ironguts with the razor magic banner.

If you get off your butcher buffs on this unit, that gives you:
WS6 BS 4 , 5x Str 8 AP attacks with D3 multiple wounds, base Str and To 6 and a 5+ armor with 4+ Ward... Much better, and only 317pts by comparison

Skrag the Slaughterer:
Now we're talkin!, costs double a Slaughtermaster, but if you like Gorgers (and I have really begun to) this guy is awesome. His special rules buff him and the Gorgers up which is awesome, and you can take more than usual (2 only take up one choice), on the downside they become special options, which means less pts to be spent on scraplaunchers (of which i have already discussed thier brilliance)

And of course, he's a caster too! so yay for him!

WWAD: If you prefer Gorgers to Scraplaunchers, then take him! otherwise it can be a head choice. With his special rules, there's no reason to not take as many Gorgers with him as possible, so you may find your points limit in the Special secition a bit hard to stretch as far as you're used to. All in all an awesome character however!


Well I hope you all liked the review, and I hope some of you Ogre players got some tips out of it!

Have fun!

-Albrek

Monday, September 20, 2010

Ogre Kingdoms in 8th Ed review - In Depth part three: Rare Units!

Aha! Yes! I am Alive!!

I have however been quite ill, hence lack of posting. Though I should have some mini photos and reviews for you of my ogres in the next few weeks! :)

And so, on with this "week"s episode, Rare choices. This will be, a very short episode, as to be honest I have a hard time effectively using the Rare Choices in the Ogre army. They all have thier purpose, but they just don't seem to do it as well as some other options, except for maybe Gorgers. Well, here we go!

Slavegiant:
Well... it's a giant! Giant's are generally pretty fun, but as far as they go, the Slavegiant is supposed to be the worst. I say supposed to be as I have a difficult time seeing why. The Slavegiant doesn't have stubborn, however it's 30 pts cheaper than the orcs and goblins giant. I suppose you can't use it to tie up big scary units without stubborn, but really in 8th ed there's better and cheaper ways to do that (a big block of gnoblars, for example) . If you like Giants, take him, which also lets you have the "Giant Breaker" big name on your Lord aswell (more on that later). Just don't waste him trying to tie up a block of Knights.

WWAD: Take one in a friendly game - I like minis like that!

Rhinox Riders:
They take up both your Rare and Special points, see 'Special' for my opinion on them

Maneaters:
In 7th ed, there was many reasons to take a Maneater, and I've heard people say it's not worth taking them anymore - they are wrong.. If you outfit one the same as an Irongut Gutlord, you pay 22pts extra, and get +1 WS, +2 BS, +1Str and +1 In. Take handguns for only 6 pts more. it's a pretty good deal, but what to do with them? Most ogre blocks are only three wide - I recommend taking them to replace your Gutlords and Crushers (unit champions). Why? Well most people play with Musician and Standard Bearer, leaving only one spot in the front rank. You only get three attacks from the second rank, so no point having both and putting a Gutlord or Crusher back there. It also gives your unit Stubborn (which you want with Ogres) however you don't get the 'Immune to Psychology' rule.

WWAD: If you've got the points, Put them in the front row of a block of bulls, with your Butcher/Slaughtermaster/BSB in the second rank to keep him alive. Remember the rules with front rank - your Command unit MUST be in the front rank as a priority, so your Champion, Musician and Standard Bearer. Characters come second to them for the front-rank rules, so if you have a champion you HAVE to put a character in the second rank, or stretch your first rank out to 4 wide (which I feel is a lil too wide for Ogres in 8th)

Gorgers:
Ah these guys can be fun, or can be useless. They come on the table almost like Reserves , and come on the table edge. They are Stronger, Tougher and have one more wound than your standard ogre. but cost almost double.. IF you get into a situation where you could get a flank charge off by coming on the side of the table, they will fulfill thier purpose quite well, however if your opponent is smart, seeing Gorgers on the list they may deploy and move towards the centre, making them quite difficult to get any value out of. Take a couple if you think you can pull it off, otherwise stick with the more solid options.

Edit: thanks to Max for reminding me, Gorgers can come in from any table edge, this includes behind your opponents deployment zone! making them MUCH more useful than I had originally realised (for many obvious reasons). Thanks Max!

WWAD: I tend to avoid them, their usefulness is too dependent on the opponents strategy (and what turn they come out on). If you do take them, they can be awesome at scaring your actual opponent as they look and sound like massive issues for them, but a smart opponent will not be concerned. have a few games with them yourself, and see what you think!

and so that concludes the Rare choices of Ogres.

Stay tuned "soon"™ for the final part, Lords & Heroes!

Cyas

Albrek

"soon"™ Is a registered Trademark of Blizzard Entertainment

Friday, September 3, 2010

Ogre Kingdoms in 8th Ed review - In Depth part two: Special

Welcome back!

Today's discussion will be about the all-important 'special' choices. Decisions here can be hard, and using them can be harder - so hopefully our discussion will flesh things out a little :)

SPECIAL CHOICES

The Gnoblar Scraplauncher:

To have a gnoblar scraplauncher you need patience, a keen mind, problem solving abilities, snap decision making and a steady hand.. and that's just to put the accursed model together!!! Scraplaunchers, as a model, are renown at being one of the most difficult models ever to put together, let-alone to get a good result - I recommend lots of Greenstuff.

Now that your model is in one piece, let's talk tactics! with 8th Edition the Gnoblar Scraplauncher has had a bit of a boost, and can do some good damage. On the other hand, misfiring with it can be very very painful - you'll notice this with Ogres, their misfire and miscast results tend to be fairly unforgiving. If you manage to not misfire, and you hit, with Killing Blow and a large pie plate, you'll be very happy with the results

They are, of course with most things Gnoblar, quite deceptive. Most people see it as a war machine, like a Catapult and think they can throw some weak, fast moving (usually flying) unit at it and take it out quickly, or tie it up for a few turns They are usually very quickly surprised (and terrified) when they realise it's a chariot, causing D3 impact hits, and it can move and fire.. oh and it causes fear, not to mention has a reasonable stat line!!

WWAD: Take as many as you're comfortable to, and enjoy. Scraplauncher's are lots of fun, but can be unforgiving. Personally, if I'm playing a game where my opponent doesn't like being against Forgeworld minis/rules, I take two of them. A tip on assembly, use a thin line/blob of greenstuff on all the joints , start with the rhinox and his strap piece, then the scraplauncher base, and finally the top half, leaving time for the greenstuff to set in-between.

Rhinox Riders (Forgeworld minis and rules):

Probably my favorite unit to date! There is a little of a debacle with these however, rules wise, which is so: The rules were ORIGINALLY released as a 'Warhammer Chronicles' article, which to my understanding is kinda like a 'Chapter Approved' thing for fantasy - White Dwarf #309 I believe had the rules. They are no longer on the GW website however since it was re-done, and hence it is likely you will not be allowed to use them in tourneys, and sometimes not even in local comps.

Should you get to use them however, be prepared for some fun. Most importantly, due to being Bad tempered they need to be positioned very carefully so as not to be baited into units designed to tie them up (to get a flank charge, slow them down, whatever). and they can only wheel ONCE in any move. Careful deployment and meticulously planned movement until your get your charge off is required, after which the pain begins on your poor opponent..

As you can only take 3 models max, I highly recommend Heavy Armor and the Ironfists as per usual for survivability (despite having quite a few wounds anyways). note however an ironfist can ONLY be used as a shield for rhinox riders. Full Command can't hurt either (and as many Bull Rhinoxen that you can afford ;)) You cant max out your options with your Rhinox riders in games less than 2250 pts, as they take up Rare AND Special points.

WWAD: Take them, move them like you're playing Chess against Kasparov, and let the carnage begin!!

Yhetees:

Hmmmm... for almost 30 points more than an Bull, you get +1 Movement, +1 Strength, a magic weapon, and lose the armor.. Bulls have AP as well so the +1 str only helps you on the 'to wound' roll, which is not a constant, where as AP is. Yhetees are invaluable when facing an army that contains ethereal units, so take some if you think you might be having such an issue, or if you like the fluffyness of them. There are better ways to spend your points, me thinks.

WWAD: If I am facing some ethereal units, I tend to just try and avoid them, or throw my tyrant and some spells at them. Remember you can still win combat without causing any casualities, however this is likely to slow you down as an army. I just hope I dont face them too often! :)

Leadbelchers:

A fun unit, but one with some painful disadvantages. Like the Scraplauncher, they are deceptive, but kinda in the opposite way. Shooting wise, they have no penalties for moving and shooting, long range or for multiple shots, meaning they always hit on 4s. So they sound and look terrifying to most opponents, however with only a 12" range, they are likely to be charged after getting their first volley off, and this is bad.

They have a maximum unit size of 5, meaning you can't rank them up, without a character joining them (which are better off with your bulls or ironguts, I wish Bruisers/Tyrants could take a Leadbelcher cannon). After misfiring, they need to spend an entire turn stationary and out of combat before firing again (assuming you don't blow up 25% of your unit and run away). They only have Light armor (with no shields), and so on

In 7th ed this wasnt so bad as with Ogres you tended to play MSU lists, 3 bulls here and 3 ironguts there, another 3 bulls, and then 3 leadbelchers etc. etc. In 8th ed it becomes quite a disability I feel. They tend now to best serve as a bait unit against combat heavy armies, or as flankers that can get a few good shots off here and there.

WWAD: Take a couple of small units if you've got the points to spare, and use them as flankers. If you end up facing a combat heavy list or army, like chaos, try keeping them together as a baiting unit. when you shoot, put emphasis on the words when you say how many shots you get, and try to downplay it when you blow yourself up and run away, or alternatively don't wound too many guys.. Pretend they're a dominating force to be reckoned wit, and hope your opponent doesn't realise you're bluffing!!

Well I hope you've all enjoyed todays discussion and had some handy info out of it!

See you all next time for part three! Rare units!

Over and out

-Albrek

Tuesday, August 24, 2010

Ogre Kingdoms in 8th Ed review - In Depth part one: Core

Welcome!

Yes that's right, I'm still alive! (amazing isnt it!) Today we'll be deviating from our regular programming (or lack there of) and crossing onto some Warhammer Fantasy stuff! While I've played Warhammer 40k since 2nd Ed, I've only been playing Warhammer Fantasy since 6th Ed, and only heavily since 7th.

I've been wanting to do a post on my Ogres in 8th ed, but didn't want to do so until I was familiar with the rules. And So now we have an indepth look at all your unit options (including Forgeworld, for friendly games) and such, starting today with your Core options. I won't be covering too many general rules (i.e. how charging has changed) but I will mention them, so make sure you have your rulebook ready to cross reference my yammering!

I am basing my discussings off the most common points-level being played where I am, which is 2000 pts. This means that for Core, todays discussion topic, you need at least 500 pts of Core units

and now, on with the show!

CORE TROOPS

Ogre Bulls:
Ah, the staple of all Ogre Kingdoms armies. As you're required by the rules to have at least one squad of bulls, you have no option as to whether or not you'll take one, but how to outfit, and use them? A full Command Squad (Crusher, Belower, and Standard Bearer) are always a must for any Ogre squad. and for the ogres, you should max out all thier options for the most effective unit.

Even though now you can have worthwhile ranks (3 models wide), you'll still find the best squad layouts are blocks of 6, or 9. You could go for a horde, 6 models wide, but you'll find in anything 2000 pts or less, it becomes a bit unwieldly, and eats up lots of points(829 pts for a full, optioned horde of 18).

Light armor and Ironfists, definately get both. Ogre clubs count as a hand weapon, for the purpose of a parry save, and so for 1 pt per model more you get maximum versatility - against weaker models (str 3 or less) you can still take the extra attacks to tear into them, and against anything stronger, take a parry save(6+ward) (and possibly still an armor save) to keep your Bulls alive for one more round.

Remember now that combat is on initiative value, so at initiative 2, you need to keep as many Ogres alive as possible each round of combat, even on te charge. Also don't forget, your caster can cast "Toothcracker" on your squad, and give them +1 Toughness, for that little extra in survivability (will cover further in the Lords and Heroes part).

WWAD(What would Albrek Do?) - I use this squad in a block of 6, with a Bruiser BSB (so 5 bulls and a Bruiser) and use it as a support unit - Use your Butcher to buff it up AFTER you have buffed up your ironguts, keep them within 12" and either charge with, or one turn after your iron guts.. preferrably on the enemies flank. Bulls are no more survivable than Ironguts after the Butcher has had his way, but they dont hurt as much, so they're better suited for support.


Ironguts:
Ah, my favourite unit. They come with heavy armor and a Great weapon, and boy can they hurt. As with the bulls, a unit of 6-9, with a full command tends to work best. Having great weapons they have 'Always Strike Last' but at initiative 2, are you really worried about that?

A unit of 6 Ironguts is only 30 pts more than a unit of Bulls, for +1 Ld and +2 Str, but no Parry save. Remeber how I said buff your bulls second? Well with your Butcher's spells, you can give them MR(2) and a Regen save by casting Trollguts, solving the parry save deficiency. Don't forget the +1 Toughness buff too (and +1 str "Bull Gorger" if you can manage to get it off) With how magic works now, you SHOULD be able to get a few buffs off by turn 2, which is really really awesome.

WWAD - I field these guys in a block of 9, with my Lord, and my Butcher(butcher in the second rank, to keep him safe from BTB attacks), Less the Gutlord as he does nothing for me in this setup (he would be stuck in the second rank, so only gets 3 attacks anyways). Get Regen and +1 Toughness on them (and of course, +1 Str if you can) and get them into combat. I field them in a block of 9 as you are likely to lose an ogre and a half or so on the charge anyway (even with all the buffs you'll probably still lose one) and so having the 3 extras ensures you get all your supporting attacks, which being Str 6 (7 if you get off your buffs) is really, really awesome.

Gnoblar Fighters:
There are multiple reasons as to why you should have a squad of Gnoblar Fighters in your army, and as crazy as it sounds, I've found them to be quite an awesome little(0r large) unit. smart deployment with these guys and with the new steadfast rule, you can use a nice big block of these guys to tie up the opposing player's Deathstar unit while you go hammer all his support units to tiny little bits. If you can manage to keep thier combat within 12" of your Lord and BSB, they're taking break tests and Ld 9 with re rolls too - so they wont go anywhere fast.

Against some of the opponents weaker units (such as Chaos Marauders) they can be quite effective, and MAY even win combat. Most importantly though - you need a gnoblar unit for a Scraplauncher (1:1, of which I field 2, and so have 2 gnoblar units), so take one already.

Edit: I originally referred to buffing a Gnoblar with Gut magic, ooops! checked the army book, and no this cannot be done. Thanks Max for pointing out my boo boo :)

WWAD - I use this unit as a blocker. I field them in a Horde of 40, so they usually have steadfast and get supporting attacks in 3 ranks. Against a squad of Chaos Knights maxed out - they only have to kill one of them (1.311 actually) to make thier points back.. against chaos knights.. which they usually will get one or two down before being chopped to bits, usually from breaking once they've lost a couple units. Against anything weaker, better again, add to that some buffs, and they'll more than pull thier weight.

Gnoblar Trappers:
Hmmmm... To be honest, the only thing I've found them useful for, is to fill points. "wait" i hear you say "aren't fighters only 2 pts each?" Yes, but for each unit of fighters, you need another unit of bulls. Meaning another unit of fighters will cost you 348 pts, so that you also have another worthwhile unit of bulls (no point fielding them with no ranks and gear) whereas a unit of trappers start at 48 pts.. They also fulfill the requirements for a second Scraplauncher in your army. so take a squad, but dont expect much from them.

They get some extra benefits from having a Hunter close by, but again, not enough to make them any good.

If you deploy them in a building, or in another ingenious way, you might get a few good hits with your sharp stuff, but thats about it. They would be a good annoyance unit for your opponent though, if you do get them into a building. Maybe a good bait? hmmmmm...

WWAD - take one squad, to fill your remaining points, and to meet the requirements for another Scraplauncher. Unless you want to take another squad of Bulls.. in which case take the fighters, for 48 pts you can field 24 of them, 12 more points for a horde of 3 ranks (or normal unitof 6, whoo!).

And so that concludes todays discussion on Core choices for Ogres.. as per usualy, comments below please, Id love to hear what you all think :) Next time, Special choices(yes, Heroes and Lords is last, bwahah!)

Cyas!

-Albrek

Monday, May 24, 2010

Playing Warmachine, first impression!

Howdy fellows! (and fellowettes... or...something similar)

I was recently at my local game store and was offerred an intro game to Warmachine by our friendly volunteer privateer press rep. I had a while to kill and had been eyeing it off for a while and thought i'd give it a go.

For those who are familiar with other games, but haven't had a game of warmachine yet, it has been best described to me as Magic the Gathering, Warhammer (fantasy), Mechwarrior and a little bit of D&D all in a blender, and according to Privateer Press, some nads of steel.

And really it kinda is. Because of how the game plays, you can 'stack' your abilities for some very interesting tactics, like MTG. Your stat lines are very similar to WHFB, having different systems on your warjack (or Mech :P) is much like Mechwarrior, and the way your actions work, aswell as most things being based on opposed rolls, is much like D&D 4th ed. Now alot of these things are very standard mechanics, but they're integrated in thier own special way - so it really does have it's own unique flavour. With the way the game plays as a whole it all feels very original which is very refreshing as a regular avid table top gamer and board gamer.

I chose Khador as my faction and ran with the basic warcaster you get in the army pack, and two warjacks (the Devestator and the Juggernaut, I think). The models were really nice, though they were the 'extreme' sculpts which cost a little more than usual. Playing against Cygnar I was a little out numbered but certainly not out gunned. Khador run the heaviest of heavy jacks, or so I'm told, and so I had plenty of punch to pack.

Really the game was awesome fun. The rules were easy to learn, and the freedom with tactics was so refreshing. In warhammer 40k, you tend to use each unit individually for a specific purpose that's part of a much larger picture. In Warmachine, every turn feels like it's the larger picture. I found myself strategising on a very different level compared to warhammer, and the whole game felt like it had a much more intense pace.

I'm pretty much sold in WarMachine, and intend on starting my Khador army in the near future... sometime after I finish painting the Warhammer i currently have hanging around ;)

I've now read the whole rulebook too - if you have any more questions on what I thought of the game as a noob, please ask in the comments below :)

I've also been thinking of putting my ugly mug in front of a camera and Video-ising my blog posts in the future (part of why I havent been posting lately, is consideration and testing and pondering my direction for this) What do you all think? would you like to see something a bit more visual? Or do i really have a face for radio?
post below :)

Cyas!

-Albrek

Monday, March 8, 2010

Best..Kitbash..Ever Tau "Broadside"

As an old timey Tau player, this was definately of interest to me:

Amazing piece of work by 'Fildunn' over at coolminiornot.com. To say Kudos would be an understatement. Tau are so hard to kit bash due to thier natural curves in some kits compared to the stark angles in others.

Normally I would want to reverse engineer such an effort, but really im finding it hard to convince myself to do so, it's just that good.

There's really not much else to say, this model really leaves me speachless. see some larger pictures of this marvel here:

http://www.coolminiornot.com/244623

and more of his work here:

http://www.coolminiornot.com/artist/fildunn

now if you'll excuse me, I have to go stare at a pile of my Tau kits and wonder in amazement.

Cyas!

-Albrek

Monday, February 8, 2010

"leaked" Blood Angels codex - possible phony?

Howdy doody!

Well apparently a full BA codex has been leaked, aswell as a contents page.

I for one really can't wait to see when the 'dex is released if this is correct, however my opinon shall not be known as to thier legitimacies - here's a few interesting points for those of you trying to decide for yourselves.

Beware possible spoilers however! :)

Here's the inconsistencies I've noticed so far

-The dex and contents page do not match up.. the Dex says refer to the scouts entry on page 35, however the contents say scouts are on page 40. Same for Veteran Assault on page 37, but the contents say there is no Veteran Assault squad (only assault squad, Honor guard and Exalted) some of the pages do connect though, for example the commander being on page 38

- The dex's "master crafted power sword" entry. Given that Tycho has TWO weapons that are master crafted, and not power swords, this seems like an unusual entry. Alot of the things in the dex are written EXACTLY like the Space Marine dex. that's plausible, however why not 'Master-Crafted Weapons' entry? there are other weapons that are not power swords, that are master-crafted. the power sword entries only difference is that it says 'master crafted power swords swords count as power weapons' .. ya der!

- Wording. Some rules just seem to be worded in an unusual way. GW has a fairly specific way of writing thier rules. an example is "The Eviscerator: it counts as a chain fist" this is not how GW tend to write thier rules. also this entry is not in the wargear section, but under a character. Its a normal weapon - for how GW write the rules for eviscerator, see the Daemonhunters codex.

- Points. The dex's points cost seem quite off. The Red Thirst according to the Dex is quite awesome (at least I think so), to say the least, giving Furious charge in some cases, and adding Rage aswell in others. One special character even claims to give Furiois Charge, Fleet and Rage in place of Red Thirst. Some squads are equal to or cheaper than the Standard SM codex in points cost. This alone seems odd, but add to that some characters, such as the Chaplain, has more special rules which are really cool, and costs the same as a standard SM Chaplian.

- Dreadnaughts. The dex claims they have furious charge if you take the Death Company upgrade.... what good is this? +1 str? they have 10.. you only get the benefit of +1 Initiative. and then you also have Rage to deal with, with the cost why would anyone bother, ever?

Friday, February 5, 2010

huzzah, Assault squad! and Blood Angels rumours and predictions

Howdy ladies and gents!

So after last nights quick fire comment, I decided to get some painting done, and have FINALLY finished my first Assault Squad!!













I think I've gotten a little better with my photography too! thoughts?

I've decided as I'm dual-purposing some of my tanks (e.g. my Land Raider, seen a few months ago is Bleached Bone. I use it for my Grey Knights as well as Marines) that I should make the colouring some kind of theme. So with anything that would be more mechanium related than standard equipment, I'm keeping the bleached bone colour - hence the bone jump packs. I really like how it turned out! :)

I've been working on my minis poses and here is one of my favourites to date:













Front on looks a little better I think, It looks like he's almost about to rest his pistol on his axe as a guide for few precise shots.. that's what I like to think anyways :) I really liked the Assault Marines kit - lots of options and great posability. This is also the first time I have painted something other than a tank in sections before assembly - I found it to be considerably easier and quicker, less likelyhood of any mistakes - and with a good glue (Gale Force 9) there's no concerns of the glue messing up your nice work.













I've been reading the Horus Heresy books too and really liekd the idea of the marines that looked and acted like brothers. So as a lil homage I did something similar with my assault marines. Just made one left handed ;)

Opinions appreciated as always!

Now, onto the Blood Angels. As a old school BA player, I have decided to use my current marines as Blood Angels once they're ready (even if its before April!) and I'm really excited about the new 'dex release. Alot of us at the local store have been discussing the rumours going around - below is just a few of them, and my thoughts and predictions.

Overcharged Engines and Furious Charge - I think it's safe to say that the Death Company will get furious charge. Honestly I think OCE will not be returning, though it'd be nice if it did :)

Mephiston in Terminator armor: I highly, highly doubt it. he may have an invul save however - many named marines in Power/Artificer armor do.

Chapter Master Seth: Would be awesome, dunno about being armed with an Eviscerator though. The latest SM Codex has alot of named marines with weapons unique to them, perhaps an Eviscerator variant?

Land Raider - There's lots of talk of a 'baal' style Land Raider.. bit dubious on this one, but I would wager that if there is, it'd be twin linked assault cannons on the sides, with a twin linked lascannon on top.

New Minis - I would say we are likely to get a plastic Death Company Box, that just has bits to convert or add to an Assault squad box. possibly the Raider above, and a Plastic Baal kit (I would hope it's own kit, but may even come out as a conversion kit?) Some special characters, and a Plastic Furioiso.. as much as more would be awesome, I can't see GW doing it.

Dreadnaughts: it's pretty well confirmed that dreaddies will be awesome as ever with Blood Angels. I'd say Moriar the Chosen will be in, but I doubt the whole 'dreadnaught retinue' thing. we shall see


Will look forward to April with the rest of yas!

Cyas!

Albrek

Thursday, February 4, 2010

Alive? why yes, yes I am - also, tyranids thoughts

Howdy all!

I should really set myself a schedule for updating my blog here. Currently the real world is pulling alot of my time away from the hobby, which is ok though I'm hoping things settle down by April :) I havent even had much time to paint lately (let alone post) though I do get a chance to game!

In the last 2 weeks Ive had two games against the new nids, a 400pt combat patrol an a 750 pt - against one of the store staff where I play (who is apparently quite well ranked in Aus tourneys). Of course I played Grey Knights, as my Marines are not yet finished. A loss and a draw respectively I've had. Here's a few quick thoughts on nids:

Swarm armies: It's been insinuated that the ability for this has been nerfed with the new dex.. I would have to say not so :) Tervigon's are the key to this. In the 750 pts game, I killed around 400 pts of nids by the end of turn 6, the final turn, and there were still about 800 pts of nids models on the tables. You see for each guant squad you take, you can take a Tervigon as a troop choice - and you can still take one as your HQ. My opponent ran out of models twice before I managed to get to a tervigon - it's easy to make a wall of gaunts to protect your tervigon, add to that even if you do get to him, it's Strength 6, Toughness 6, Wounds 6. It required my Grand Master's force weapon to take the damn things down and it took a while to wade through the waves and waves of gaunts that kept being spawned.

Rules: I think with 'nids the hardest thing against them is remembering any rules that are to your advantage. For example, when you kill a Tervigon, apparently all gaunt squads in 6" take 3d6 wounds. I did not know this and I think my opponent did not remember/was not aware. Someone clarify if this rule is correct?

That is all for now :)

Cyas!

Albrek