Well, here we go! The first of what will hopefully be a monthly ficton post lies below. there won't be any greatv rhyme or reason to the fiction. There's likely to be a decent amount of 40k-based stuff, mainly due to my love and familiarity with the universe. However, there will also be a fair amount of my own garbage. We'll start with one of my own pieces. I apologise in advance for the incoming crapness...
Begin!
Friday, 31 January 2014
Thursday, 23 January 2014
Chitin Chatter
Well, it looks like I have done something stupid and,
after a vague interest initially, have talked myself into playing
Tyranids. Thanks a lot, Brain. Didn’t need that right now. Hopefully it will only be small project. Wait a minute…
…
…
Just setting up the cognitive dissonance…
…And we’re good.
Right. Yeah should
only be a small project as I don’t really have a character or story hook to
grab hold of with the Tyranids. It’s the
stories and characters that really get me invested in an army. The aesthetics can be a good part of it, but
I rarely become as invested in an army as one where I can create a distinct
character HQ and get some storylines going.
Every list from my first Eldar collection 8 years ago (or thereabouts)
had a key character and story behind them.
Even if it was just window dressing for the fact that “Wraithlords have
swords now! That’s soo cool!” (Actual
quote).
The ‘Nids don’t have that. I like a number of the models and the monster
designs are very cool, but without a core personality to hook it on, this is
more of an exercise in tactical curiosity.
The codex hit and, as is my way, I bought a copy and had a read. It seemed good. An improvement on the last one. However, many existing ‘Nid players on the
Internet seemed to think differently. A
number of existing units had been removed, which is something of an unusual
move and something to be annoyed about, certainly. I felt though that a number of the reactions
to the codex were knee-jerk, unjustified and, frankly, embarrassing in a number
of cases. I’m just fortunate that the
smart part of my brai9n asserted its dominance just enough to stop me looking
at Dakka or Warseer. I just restricted
myself to the Overlords Facebook Group (Join today for a free gift of bupkis
and bonus pocket lint!). There was a
fair bit of negativity there, some anti-hate backlash and so on. But there was also discussion and rationality
from pretty much everyone I approached, which was good because I don’t like
pointless shouting matches, nor do I hold with bellowing aimlessly into the
void. I tried to counter some of the
complaints with observations I’d gleaned from the new rules and units. In my opinion, it’s a really solid ‘dex. But it’s not OMG OP!, to take on the gaming
parlance.
A number of the generic complaints that I’ve heard about
seem similar to the problem people had when 6th ed came round in the first
place. The loss of outflank assault
really got underneath some people’s skin.
Personally, I was glad of it. The
all-too-common argument of ‘Why are they outflanking and just standing around
before attacking?’ was easy to counter with ‘What were the guys with guns doing
before you outflanked? Why were you invisible until that moment?’ Anyway, I don’t want to make this a sour post
so let’s move on.
Unfortunately, given my natural mildly tactless nature
and various communicative difficulties, I am aware I can often come across as
being arrogant and dismissive, which is rarely my intent. I feel that happened a number of times in my
defence of the new codex and although I can bring up a number of things from my
reading, that kind of paper knowledge and mathhammer can only get you so
far. It’s best when combined with
practical experience. I also found
myself genuinely intrigued by some of the options I was seeing and became more
and more curious as to whether I could get a few of the tactics to work on the
tabletop. I’m not trying to change
anyone’s mind, really. I just want more
of an insight into a different type of army that a lot of people keep saying
isn’t good. I happen not to agree, and I
felt that this time, I needed to put my money where my mouth was.
And besides, a forum thread encouraging people to send
their crushed Gaunts to GWHQ in protest?
That’s just fethin’ pathetic.
Friday, 17 January 2014
Tournament-a-gogo!
Well, it’s that time of the year. Tournament prep time! Nothing too serious. I left all pretentions to ‘serious’
competitive stuff behind me a while ago.
It was just stressing me out and making me too much of a downer. Nevertheless, I still love the odd
tourney. The ones coming up are of the
‘not-entirely-competitive’ stock, or at least I’m not entering them with that
mindset. Coming up, I have a Throne of
Skulls event in March, the Warzone-apolooza in Adepticon and the Team
Tournamentathon the day after. To make
matters worse, I’m probably taking significantly different lists to all
three! And none of them are painted yet!
Yay!
The Throne of Skulls is a tournament I haven’t been to
for a while. I can’t remember if I went
to it at all last year, which is unusual.
I normally have a great time there and I try to go at least once a
year. This year has me a little
trepidatious though, as Forge World and Superheavy, etc. stuff is now
allowed. I’ve tried my best to stay
positive about this and ultimately, the proof is always going to be in the
pudding. I just personally feel that too
much of the Forge World stuff and too many of the Superheavies are too
unbalancing at this low a points value.
Most of the superheavies I don’t have a great deal of problem with
though. It’s mainly the presence of D
weapons that irks me. D, in this case,
stands for ‘Delete’. The complete lack
of anything you as a player can do to mitigate or ride through the damage really
doesn’t sit well. In big games, that’s
fine. You have a bucketload of troops,
vehicles, buildings, targets of all varieties.
Small games, much less so. In
small games you also have far less opportunity to deal with the superheavies in
the return punch. In a way, this makes
sense and when written into a specific scenario can be cool and thematic. But that requires preparation. From a ‘fun game’ perspective, if someone
puts a Transcendent Ctan with the Hellstorm D-weapon and plonks it behind a
Bastion, I’m going to find it hard not to concede Turn 1 and have a good time
elsewhere. Much of the arguments in
favour of these units is that ‘You don’t have enough points to have much in the
rest of the army’ and that’s true, but you don’t need it. Necrons and Eldar (the two main offenders in
this little rant) both have ways of buying fairly cheap troop units and keeping
them safe for the entire game (wave Serpents for the Eldar and Night Scythes
for the Necrons), that the lack of backup is not that big of a problem.
I realise these games are far from unwinnable, provided
you have the right set up. If you’re
playing marines you can drop pod sternguard and tactical squads with meltas for
a heavy turn 1 or 2 meltafest that will end the overwhelming majority of tanks
and titans and deal significant damage to a lot of the Gargantuans. Tau have a
lot of high strength long range stuff to deal the punch. Dark Eldar have a lot of options with lances,
poison and haywire. Monstrous Creatures
have a far better chance of survival versus D-weapons, so lists with a lot of
them would have a good shot at surviving enough to deal their damage. However, most of these shift very much into a
‘who goes first wins’ format. If the
D-weapon goes first, they will eliminate the significant threats to limit the
received damage. If the takedown units
go first (particularly in the case of the drop-podding melta marines), then the
Superheavy goes down Turn 1. Either way,
that game either goes to a straight rolloff or a scissor/paper/stone style of
play that goes counter to what I enjoy about the game.
Also, while I’m in a whingeing mood, another thing that
really annoys me about D-Weapons is the auto-‘splode for vehicles. A shot that automatically destroys a Land
Raider if it so much as gets clipped, may well only deal two hull points of
damage to a superheavy given the majority result of D3+1 Hull points
removed. This wind me up, as on a raw
damage perspective, the Land Raider (or Defiler, or Monolith, etc) could shrug
off two out of the three results. I
would be far more optimistic about all this if it just dealt a number of
auto-penetrating hits instead of “Nope, Dead”.
Oh, and the Revenant can suck my balls.
4 D-weapon blasts a turn is bullshit, whichever way you slice it. Ugh.
Anyway, my sincere apologies for the negativity of this
post. I will be happier in the next one
now that I’ve got this out of my system!
Like I said earlier, I have had a great time far, far, more often than
not at Throne of Skulls and I’m fairly optimistic that my opponents will be
decent guys or girls who will be playing for fun rather than an uninteresting
victory and, without the D-weapons, most of the Superheavies and Gargantuan
Creatures strike me as a different and interesting challenges to come up
against. Just ditch the D-weapons okay?
End of line.
Thursday, 9 January 2014
Hands Over Fists: Techmarines II
Follwing on from December's post:
But that’s enough of me complaining. What about the good things with
Techmarines? Yes, there are good things,
so I can’t pout too much. Here we
go. You may have noticed that in my
previous griping post, I was going on and on about how they are nowhere near as
good as they used to be in combat. But
that’s a little too narrowly focused to be a fully valid complaint. Techmarines are a lot easier to accept when
you realise that their role has become more of a support than it was
before. They used to be a nice
close-combat surprise with an added ability to repair vehicles and do the whole
Dreadnought unlock thing. Now, with Hull
points being very much de rigeur in 6th edition, their repair ability becomes
much more of a primary focus. In 5th ed
(and you may be spotting a theme here), vehicle destruction was very much in
the lap of raw chance with that bloody damage table. Vehicles could keep going forever if your
opponent kept rolling those ones on the table.
Now, with Hull Points, vehicles die quicker, but are functional and
useful for longer (snap firing’s still better than no firing). It’s very difficult to stop a vehicle firing
without killing it completely.
The ability to restore hull points can be crucial when
dealing with attrition, especially in the higher AV units that are more likely
to receive glancing than penetrating hits.
As to whether that ability alone is worth the points, I would hazard
not, unless you have entire vehicle firebase at the back of you army. The servo-arm alone only gives you a 5+
chance, but that can be readily upgraded with cheaper servitors who also act as
ablative wounds.
Speaking of servitors, they are the cheapest way of
getting plasma cannons into your army if you want that kind of thing. A handy bolster for a firebase, as you can
get two cannons for only 60 points total.
They still mindlock like the lobotomised little cretins they are, but if
you have a Techie in there they’ll be fine and can still fire while he focusses
on repair. Either that or you go for
more of a firebase feel with a conversion beamer Master of the Forge. Remember, you don’t need a servo-arm to
repair, just the Blessings of the Omnissiah rule! Also to bear in mind is the handy rule that
the heavy weapons guys can still fire as normal if they personally stood still,
allowing greater freedom for the repair guy to get into the gut of the nearby
damaged vehicles, particularly if you’ve decked the unit out with additional
servo-armed guys.
The other deployment option for them is to stick them in
your front-line units and view them as squad upgrade guys more than anything
else. They come into their own in
transport vehicles to keep them going where they need to go. But once they are out of the vehicle, what do
they do. Is there any point to getting
them out with the rest of the unit? I
think so, as they are still useful at a pinch.
2+ armour and a S8 AP1 attack are not to be discounted, especially as
the combat rules can have you deflect damage to the Techmarine onto the other
squad members, meaning he is far more likely to land the blows you want him to
and helping make up for the lack of an invulnerable save. There is also the possibility of using him as
a bit of a damage soak if you want to entrust his fate to a tonne of 2+ armour
rolls. Probably not your best call in a
bog standard tac squad, but could be useful for more specialised units, or when
you want to keep that troops choice alive as long as you can. Personally, I feel that is you are going to
go for a front line Techmarine, you are far better served by taking a deep
breath and going for the full servo-harness.
This gives far more than the 25 points bump should do, certainly when
you compare it to some of the other tactical squad options. What’s the better deal: giving your Sergeant
a power fist, or giving the Techmarine an extra attack with a better power
fist, a flamer, a twin linked plasma pistol and a better chance to keep the
transport running? I know which I’m
rooting for.
A final point to bring up is the slight tweak they’ve
received in the Force Org chart. Instead
of consuming an entire Elites slot to themselves, they now take a phantom HQ
slot, one per regular HQ choice. This
gives you far better flexibility in your choices, as now he doesn’t have to
content with the host of other, more combat-effective Elites options. I’ll also add that the Iron Hands expansion
allows you to take two per regular HQ slot or three per Master of the Forge,
really opening up your choices, and looking damn cool while they do it!
Friday, 3 January 2014
New Year's Dissolutions
Well, Bah Weep Graaaagnah Wheep Ni Ni Bong everybody and
Happy 2014! As I am sure many people and
news sources have reported, it is now a whole new year in the Western
calendar. The Earth has completed one
full orbit from its initial arbitrary starting point. Yay.
As is traditional, now is the time for resolutions to be
made before be swiftly rationalised into ever more watered-down and
unimpressive versions of themselves prior to being disregarded and forgotten about
entirely for the rest of the year. Yeah,
bleak, innit?
Nevertheless, I plan to thwart this sequence of events by
aiming deliberately low to start off with.
Ha-hah! I’ve got the standard
personal resolutions (become less spherical, learn Gaelic, win a fight with
bear, etc.) but the hobby ones are, I think, most applicable for this venue.
1) Update the blog once a week. I know, I’ve been playing this tune badly for
quite a while (again, with decreasing standards of what’s acceptable), but I
couldn’t resist give on more encore that no-one asked for. Hopefully I can make Mondays regular post
days.
2) Have at least one painting session a week. Regardless of how much I get done during that
session, if I can get into the habit of sitting down with a paintbrush and some
models, eventually something will get finished.
I don’t actually enjoy painting.
I’m slightly jealous of those who do, as it is a major part of the hobby
and playing with and against painted models just feels better than the bare
plastic or undercoat versions. My entire
painting philosophy and method throughout most of my hobby life has been
conveyor-belt style painting to get armies ready for events. I think I still need that as a motivating
factor, so I should have a bunch of club and third-party events over the coming
year to keep some level of deadline pressure going.
3) Attend the Overlords at least once a month. Apart from the occasional special event, I
was barely in the HQ at all over the past year.
I live annoyingly far away from it for public transport not to be a
massive ballache. However, another
driving test beckons in February, so maybe (if I don’t cock it all up again)
this process will be made significantly easier.
I feel like I should make more of an effort to support the club over
just turning up at the Podcast Bunker every few weeks to talk bollocks for
three hours. Plus, I now also have:
4) The Escalation League! Really up for giving this a go
as it gives me a good consistently moving deadline for fairly small
points-value painting every month. For
those not part of the Overlords Facebook Group, the escalation league is a club
event whereby everyone starts with 500pts at the beginning of the year, and end
with 2.5k at the end. The points value
goes up each month and you’re expected to play at least two games at that
month’s points. The nice bit about it
is, that you can’t get rid of units you’ve previously added to the list, and
your downgrading opportunities are limited to 10% of the current points
value. This means that you have to think
about what units you include in each army expansion, because once they’re
there, you’re stuck with them. This
works nicely for me because, I can choose some slightly unusual choice and try
to find a niche for them over the year because, well, I’ve got to. I’m throwing down with Chaos Marines over
here and, for once, I won’t be allying in anything from the Daemons Codex. Admittedly those armies complement each other
very well, but I have other plans; ones that allow me to use models I barely
ever have a role for, but would be perfect for the League.
5) Write more fiction.
I’m fairly certain I will never be an author, but I still come up with
stories for various things that crop up in my head. I mainly just lack the focus to put many (or
any) of them down on paper. I’m going to
try to change that this year, and I’m aiming for a monthly short fiction post
on this blog, just to keep in practice and mess around with a few ideas. As ever, thoughts and feedback on whatever I
write will be appreciated.
And that’s that as far as these resolutions go. There are many more posts on the horizon,
more fiction to read (and write), more podcasts to befoul, more games to play
and a club to mismanage. I’m swamped…
So long!
Subscribe to:
Posts (Atom)