Hello, blog. It's been a while. Let's see if we can get some stuff actually rolling here... Just to get myself warmed up, here's a short piece of writing I knocked up today. A bit of backstory for my Malifaux RPG character, one Harker Twain:
Friday, 9 January 2015
Monday, 23 June 2014
7th Ed Impressions
Well, I’ve actually played some 40k for once. Got through a few games actually, and I have
another one scheduled for tomorrow, so my burnout might be receding. All these games have been with (pretty much)
the same army though: Slaaneshi Chaos Daemons with CSM allies. They’ve actually been serving me well for the
most part, but the outcomes are not the point.
How have I been finding 7th? For
the most part, much like 6th, if I’m being honest. I’m really enjoying the Psychic Phase, as a I
suspected I would. The ability to
(attempt) to squash a Blessing or two has really been a great comfort and boon
for me, as having a chance (however unlikely) does give me a sense of agency
during the game that was missing before.
Aside from anything else, the new phase reduces the number of powers
that go off (on aggregate) and makes everything that little bit more
unpredictable. I’ve yet to have anyone
pulled into the Warp mid-game, but there’s still time.
I do have to say that I’ve only played the funky
Maelstrom of War stuff once though. It
made the game run a touch long (in 3 hours, my friend and I only go round to
turn 4, but he’d conceded by then anyway).
However, most games with me run a little long anyway, so I’m not sure if
that’s really going to have an appreciable effect in most games once people are
used to the changes in that type of situation.
One thing I did like in that game is the fact that you quite often find
yourself trusting to luck more and lunging your guys forward to grab an
opportune objective when it presents itself.
This could create chinks in your lines and weaknesses for your opponents
to exploit, costing you valuable VPs in the long run, which is a dynamic I
quite enjoy. I’m getting another one of these games in soon, so hopefully I’ll
have a similar experience second time around.
Armies designed for Maelstrom are noticeably different
from Eternal War forces in 6th ed. And
that’s before we even touch on the Unbound stuff. There’s a greater emphasis on manoeuvrability
and you’re going to encounter far fewer horrific hammer units, with a larger
focus on multiple small units to increase board coverage for objective
claiming. This also provides greater
tactical focus of smaller amounts of firepower, but also reduces survivability
of each unit and give more ebb and flow to the combat in my view.
The change to Jink saves also had a significant impact in
my games. Not for me, as I don’t run
that type of unit, but giving an opportunity to suppress bike guns for a turn
was much appreciated. Also, having the
decision point be before any rolls are made was also an excellent idea and
added a great deal of tension to the game.
Still not entirely sure what I feel about the change to
vehicle durability. Make no mistake, I’m
happy that Hull Points are still here and mostly unchanged and I really like
that my Soul Grinders don’t care about Krak Missiles much anymore. But, aren’t they meant to care? Krak missiles hardly feel like their designed
to, well, crack tanks. They annoy or
suppress them, but don’t seem to pose a significant threat. Autocannons still work though. Glorious, glorious autocannons.
So they’re my brief impressions of 40k 7th edition at the
moment. Orks are incoming though, so you
can probably expect some more in depth gibberish coming down the pipe shortly!
Monday, 2 June 2014
Guff!
Hey guys!
A bit of a weird one this week, as I honestly have very
little idea what to talk about. I pretty
much summed up my feelings about 7th in the last post and I’m apprehensive
about going in for more until I’ve played a few games first. There’s a limit as to how far theory can get
you after all. The problem is that I’m
in an ‘off’ state for 40k at the moment.
I was sensing a build towards burnout a couple of months ago (before I
headed off to Adepticon, if I’m honest) and had to keep playing on. I still like the game, but I know how burnout
hits and I’ve decided to cut some slack for a few months instead of flaming out
for a year. I’ll be getting some 7th Ed
games in soon though, as I’m slated for the invasion of Haven at the Overlords
this month, so I’ll get my baptism of fire there at least.
I’m with the bad guys this time (which shouldn’t shock
many of you) and this time round I’m bringing some Chaos rather than the
bugs. I decided to stick with the
traditional enemies of the Imperium because later in the year there’ll be the
big games, and that is non-Xenos only, so I didn’t feel right bringing the Nids
to the warmup event.
I’ve also decided to go for a slightly different style of
list. My decent Daemon/CSM list was pure
Khorne and most of my other lists have run a Khorne/Slaanesh mix, but now I
think I’ll go for pure Slaanesh and see where that gets me. The Slaanesh list will be an odd mix of
stationery and hyper mobile given the fact that Noise Marines had to stay
planted to be any good, but Slaaneshi Daemons can dash around the board like
billy-o. Choosing Slaanesh rather than
Khorne will also give me a chance to give the Psychic Phase a test-drive and
see what it brings to the game. Should
be fun!
So what have I been doing with my gaming time now that
40k is on the backburner? It should be
Malifaux, I guess, but I haven’t been in the mood. I guess I’m just waiting for plastic
Freikorps to fire me back up again. I
still haven’t played a game of 2nd Edition yet.
It’s a shame.
I should also be pushing Netrunner. I really don’t know why I haven’t. Maybe I’m getting a bit bored of the standard
starter decks, but making my own is a lot of work when I have to dismantle them
every time I play anyone else down the club.
The problem is that it hasn’t properly taken off yet, and I need people
to literally buy into it before I can start injecting a bit more variety into
it. It doesn’t help that out of all the
people I know who play the game, I’m the only one who likes playing Corp.
So what does that leave me with? Magic: The Gathering. I know, I know, I’m disappointed too… Only
joking of course, but I thought I was out of that game for good a few years
back. It is just easy to bring along,
doesn’t require much space or anything other than a deck. It’s just a really convenient enjoyable game,
but I don’t want to go far enough down the road where it starts becoming
expensive. A lot of the club play with
whatever they have in their collections, but nearly everyone has at least one
standard deck as well. I’m enjoying the
game a lot, given the inherent frustrations of land flushes (or droughts). I think partially it’s the fact that it is a
very low-dedication game, certainly compared to the amount of work that is
required for a game of 40k. It also is
far less of a downer when I lose!
Anyway, my apologies for the content-less guff this
week. When I have more of a handle on
7th (or maybe when I get my hands on the Orks) I’ll have more content-full guff
for you…
We can dream right?
Monday, 19 May 2014
Rising from the Depths
Well, that’s at least one resolution broken. Things got hectic, I had some games to play
on another continent and everything broke loose at work. Nevertheless, I’m back now for a nebulous
amount of time before the next calamitous disastrocity hits. Or a new game comes out. Or I forget. Or my time machine works. Who
can tell? I can’t. That’s why I need a time machine. Oh, wait a sec…
That was my future self.
Apparently my time machine was a failure, so that puts the kibosh on
that plan. Anyway what has happened in
the world of my favourite hobby? Well,
one of them anyway. Yep, trailing
ponderously late behind the news, this post is about 7th edition, or at least
my thoughts about it. There’s been a bit
of a drip feed of information about this and I feel that GW has actually been
handling this release about right. The
White Dwarf Weekly format has been a great help with this and it seems like
they’ve really hit their stride with that publication. Which is more than I can say for
Visions. I reckon they should call time
on that one, personally. I don’t hate it
though. Not really. Some of my friends do, and I can understand
why. I really don’t think it’s worth the
asking price. I only get it because I’m
on a standing order subscription-y thing and it’s less than half price and even
then, I’m deeply dubious about its value.
It’s not worthless. The photos
are great and some of the displays, set pieces and Golden Daemon stuff is
fantastic. One of the recent editions
had a Sanguinary guard trying to escape a veritable tide of Tyranids and it was
truly exceptional. It’s called The Last
Light, and you all really owe it to yourselves to see it.
Anyway, with that tangent dispatched, on to 40k 7th
edition. My initial response to the
rumours was to believe that this was a tweak edition, 6.5 ed, I suppose. Just a tidying up of the existing rules,
incorporating Stronghold Assault and Escalation. Maybe a few alterations to some of the more
contentious rules. However, I was wrong
and the dripfeed of new rules and teasers began. My reactions to change are usually equitable
to a few of the stages of mourning, if I’m feeling pretentious and dramatic
about it. I usually don’t go for the
denial or anger stages. Depression (or
more accurately, pessimism) is a fairly hefty stopover for me though and this
is where the added clarification of the rules really helped me through into the
acceptance category. I’m not sure if
‘Cautiously Optimistic’ is one of the stages of grief, but that’s roughly where
I am at the moment.
I’m nowhere near as amped about this as I was with the
advent of 6th. That’s probably because
6th hasn’t been around long enough to wear out its welcome. I was getting seriously sick of 5th when it
finally received the bullet. I’d had
enough of endless mechanised armies and the infuriating survivability of
vehicles. That hasn’t happened in
6th. Not yet. Yeah sure there are a great many things I
don’t like about 6th. Especially with
Escalation and the like, it was becoming too much of a scissor-paper-stone
game. If some brought a D-weapon and you
couldn’t kill before it fired twice, then you would most likely lose. If you took it down before it could fire,
then the opponent would most likely lose.
That didn’t look like fun to me.
Still doesn’t. Will 7th change
that dynamic? I don’t know. There are tweaks to how D-weapons
operate. You’ll get invulnerable saves
against them for example, which is nice.
Unfortunately, that does heavily imply that there will be more of this
crap in even low-level games. And there
I go into pessimism again. Is mood swing
one of the stage of grief?
Regardless of my exponentially fracturing mental state, a
lot of the new rules discussed are looking interesting. The varying objectives mid-game will provided
a very interesting dynamic. Bound and
Unbound, initially one of the horror stories about the new ruleset has been
counterbalance by scoring advantages for Bound armies. The Psychic phase is a new addition and it
looks like it will be a nicely interactive event, even for the non-pysker
armies. As a Dark
Eldar-turned-Necron/Khorne player, I was never a fan of the lack of decent
psychic defence (I felt it a step down from 5th) and the new phase looks like
it will add more of a push-pull feel and add more narrative depth for those so
inclined. It should also give us a way
of denying blessings, which is where a lot of the filth settled in 6th. I’m hearing heavy rumours of Ignores Cover
meaning only a modifier to cover save rather than a full denial, which is a
move a highly support. No, it has nothing
to do with me playing Nids and Venomthropes.
I haven’t heard a great deal about the allies system, and I know that my
ideal situation of nixing Battle Brothers entirely my well be out of bounds,
but (like most other things in 7th) I remain Cautiously Optimistic.
Guess we’ll find out on 2th, eh?
So long meatsacs!
Monday, 17 March 2014
Skone of Thrulls: Part Two
I’m also bringing a solitary Venomthrope to act as a
little bit of insurance against early game shooting. Most of the Nid stuff is very mid-range or
assault focussed and any trick you can pull to avoid early mass casualties is
going to be helpful. The Venomthrope is
unbeatable in that regard. If I keep it
faily hidden, even behind my models (and a Carnifex may be able to completely
obsure it for a while), it’s packing a fair bit of resilience to incoming
shots, and conveying the same to the rest of my units. Kind of a no-brainer, really. And thanks to Kevin Bacon, use of that phrase
now leaves me feeling dirty. Dammit,
Bacon!
Friday, 14 March 2014
Skone of Thrulls: Part One
In move of possibly ill-advised optimism, I’m hoping to
field Tyranids at the upcoming Throne of Skulls tournament. There are many reason why this is a
potentially bad idea:
3) Throne of Skulls starts in less than a fortnight
1) I’ve only played as ‘Nids once
2) My army is currently not yet painted3) Throne of Skulls starts in less than a fortnight
Yes, those may appear to be significant drawbacks
because, well… they are. Nevertheless,
it’s a challenge, and the only time I get painting done is when I have a
deadline, so let’s see if I can rise to the challenge or remain flac… You know,
I probably shouldn’t finish that sentence.
Oh well, I have a list mapped out with a (relatively low) model count,
the weird basing paints should make that aspect of the work quicker and easier
and I have a colour scheme sorted that, after a test paint, looks fairly decent
by my own admittedly low standards.
Thursday, 6 March 2014
Hive Mined: Part One
Well, I had my first game with the Tyranids yesterday and it was a very interesting one to get to grips with. Unfortunately it was quite a one-sided event, mainly due to an army construction issue, I think. My mate was trying a heavy bolter centred list and it was not doing the business. However, aside from the ego boost, it was still a useful learning experience for me, as I will explain.
Wednesday, 26 February 2014
Cult Status: Part 2
Well, not quite later in the week, but I think we’re all
used to my abysmal timekeeping on this score, aren’t we? Anyway, I’ve already said that I’m flinging
in some Guard with my Chaos cult. On one
level, this would be a perfect mix, as the Guard are the other army that can
match Cultists in numbers and low quality indivduals. Apart from ‘Nids. Not going there, although if I were to proxy
up, the Shadow in the Warp would be a very good substitute for Khorne’s hatred
of Psykers. It’s annoyed me immensely
that Khornate armies and characters (with the exception of Kharn and Karnak) do
not have any anti-psyker toys, and that would be a good justification for
roping the nids in I guess. However,
it’s not legal, so say goodbye to that idea!
Would probably have been a lot of work anyway.
Monday, 17 February 2014
Cult Status: Part 1
Well, the escalation league has been going on for a
couple of months now and, although I haven’t yet played my second month games
with my 750 force, I have messed around with various units I want to add. The final version of my list (due to be
reached in November) is definitely beginning to take shape and should prove to
be quite fun. As I said in an earlier
post, I’m building this list on a vague storyline and with a definite focus on
theme rather than sheer efficiency or competitiveness, although I don’t think
it’ll be bad in that department. I’ve
maintained for a while that you can make lists that are strong on theme whilst
still being decent in and of their own right.
It’s what I do with my lists; hit on a story, theme or character and
then figure out how to make it functional, possibly even good.
Friday, 7 February 2014
Into the Dead Zone!
A couple of my friends and I have been looking into
Deadzone recently, a skirmish game from Mantic set in their Warpath
universe. I know nothing about the
universe itself and have never played Warpath, although I had a look through
some of the rules waaaay back when it was coming out and it seemed interesting. However I didn’t (and still don’t) have the
time or inclination for a large(ish) scale miniatures wargame, what with the
amount of time 40k takes out of the rest of my life. However, the smaller scale skirmish games I
have a lot of time for. They’re easier
to get into, still pertain to a nice degree of depth and the lower model count
means they’re relatively cheap and you can get all your guys painted up fairly
quickly.
We’d had a couple of games of Dreadball at the club, so
we were already feeling fairly well disposed towards Mantic’s rulesets and
theme, and we have the advantages of one or two members being itinerant
Kickstarters, so we had all we needed to get cracking. Now, there’s quite a lot of stuff to like
about this game, so I’ll touch on a few things that struck me about it.
Friday, 31 January 2014
Fiction Friday 1
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!
Begin!
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!
Monday, 2 December 2013
Hands Over Fists: Techmarines 1
So, how has the new edition treated my beloved Techmarines
and Master of the Forge? Not great, by
all accounts. Not great. They’re not unusable, don’t get me wrong, but
they’re not what I wanted out of the unit.
My problem is that I just keep comparing them to the guys in the old
codex. No, not the 5th
edition one, the one before that. A
regular Techmarine was a proper veteran, with a minor character statline, and
had access to a vast array of technology and other doodads to really kit him
out. Sadly, that version has long since
departed, replaced with the relatively watered-down creation we got in 5th
ed, without any option of an invulnerable save.
The Master of the Forge was a new character, although he was basically
the old school Techmarine with servo-harness standard and slightly better
leadership, and the regular Techmarines were just weak. Yeah, you could give them a servo harness
that allowed them to act as short-range weapon platforms and help out a bit
with vehicle repairs. However, with the
way vehicles and vehicle damage worked in that edition, you barely ever needed
to repair and they took up an entire Elite slot for a single one wound model,
which was hardly an enticing prospect for a guy that was weight in at 75
points. Bolstering terrain was cool, but
a Thunderfire Gunner can do that, and you get an awesome gun in the process, so
really, why would you, unless you were full on Heavy Supports. Which I guess was a possibility.
But now, how have things changed. On the combat side (in my opinion) they’ve
got even worse. This is due to one
factor. The servo-arms no longer provide
additional attacks like they used to.
What used to happen is that the Techmarine would get his regular batch
of attacks at usual initiative and would get an extra one or two (depending on
whether it was an arm or a harness) at Strength 8 and (effectively) AP2. Now, they are just an AP1 Power Fist. That’s all.
I was a bit annoyed at that to be honest. Not only does it have the effect of massively
reducing the number of attacks you can get out of them (a bog standard techie
would get 2 regular with bolt pistol/close combat weapon and then 1 with the
arm, now they only get one total if you want to use the damn thing), but it’s
also made servitors less of a threat as they are only hitting at S6. Not that anyone used servitors, but that’s
not the point. At least servitors are
cheap now.
In a straight fight, they’re worse than before. AP 1 close combat is nice if you need to
dismantle vehicles fast I suppose, and now at least it’s theoretically possible
to give you Master an Invulnerable save if you go for a hideously expensive
Relic to do so. Also, as a side note,
you strangely get the option to purchase a power axe for fifteen points as one
of the standard option for the techmarine or master. This is odd to me, as they can access the
melee weapons list, which grants them access to a tonne of weapons including
the power axe, at exactly the same points value as listed on the entry. This baffles me slightly, not only because it
seems redundant, but also because the power axe is worse in nigh on every
single regard to the servo arm. It
strikes at the same time as the arm, but for less strength and worse AP. You can get an extra attack by pairing it
with the bolt pistol, but if you’re springing for that axe, why not pay the
extra 10 points to get the full harness? You get the same number of attacks but
with a better weapon plus a flamer and plasma cutter. Anyway, that’s my bitching out of the
way. I don’t want to be negative all the
time, but I really like Techmarines and Masters of the Forge and it’s
annoyingly to have them constantly diluted down in combat.
But it’s not all bad news.
Next up, the good things…
Monday, 25 November 2013
Raukaan Roll!
So, the Iron Hands Supplement. Yeah, yeah, I know it’s technically Clan Raukaan,
but for me it’s the Iron Hands book.
Sadly, the dreams of a bona fide Iron Hands Special Character remain but
the half formed imaginations of a madman, but at least we get something out of
it. I’ve had a brief look over it over
the weekend and I’ll give you guys some impressions. First things first, it follows a similar
format to the other supplements. A lot
of fluff (60+ pages of iPad screens), some army list tweaks (but no new units)
and some items to mess around with.
I’m not going to go the whole hog and go through every single
item and new rule, for a couple of reasons, but I’ll mention a couple of
interesting snippets. I also (by way of
further disclaimer) haven’t been through all the fluff yet, so don’t expect
much from me on that score yet. The inevitable
question when dealing with these kinds of things is always the same: ‘Is it
worth the money?’ I’m going to be honest
and say no. That’s not to say I
regretted my purchase or that I’m not glad I got it, but on an objective scale,
it’s not enough stuff to justify itself to the average buyer. If you’re really into the Iron Hands or Clan
Raukaan specifically, then you’ll probably enjoy the background and the rules
tweaks and scenarios are nice and flavourful.
Unfortunately, the scenarios are probably going to be the part of the
book I’ll get the least out of, as with pickup games and tournaments and the
like, I'm probably just going to stick to the basic missions and leave it at that. I might try to get someone in on them to try
them out though, so you never know.
Right, let’s get into some rules chatter. The army itself has to be chosen from the core
Codex Space Marines and the Iron Hands Chapter Tactics (like you’d use anything
else, really) and give a couple of unit tweaks.
With Raukaan rules Dreadnoughts (of all ilks) can be chosen as either
Elites or Heavy Support, so you no longer need a Master of the Forge to unlock
that option. The other addition is that
for each HQ choice, you can have two Techmarines instead of one. Increase that to three if that HQ choice is a
Master of the Forge. I really like both
of these rules, although the tactical benefit they’ll give you is somewhat
limited. Techmarines are expensive for
one wound models, man. The multi-Dread
option without needing the Master-tax is nice though. I’ll probably mess around with a couple of my
lists to fit some more Techmarines in there though, because it’s such a
thematic possibility, and it’ll look awesome!
The problem I’m finding is that there is always the temptation to load
them down with more stuff. You have your
basic Techie for 50 points. He packs a
S8 AP1 power fist attack and a 2+ save, plus his ability to get your transports
running again, making him a nice addition to many squads. But them for another 25 points, you can give
him an extra servo-arm attack, a twin-linked plasma pistol and a flamer, plus
make him even more reliable in vehicle repair, which (let’s be honest) is a fairly
good deal. But by that point you’ve
spent 75 points on a 1 wound character.
Well, at least servitors are cheap, if you want to run that way. Nevertheless, for theme, there’s nothing
better! I really want to bodge together
a hyper Command Squad by attaching a bunch of Techmarines to it. How awesome would that look? Ignore the points. Please.
We get a new Warlords table, and I have to say I really like
it. It runs a nice gamut of abilities,
but they are all useful. A couple of
particular note are the result that lets your Warlord repair vehicles even if
he’s not a Techmarine (if they can already repair, they get a reroll), and one result
that allows you to use the old Chapter tactics rule from 5th and
automatically fail Morale tests. Given
the way ATKNF and rallying works now, this is tactically very tasty indeed,
allowing you to fall back from approaching assaults and disengage from disadvantageous
close combats at next to zero risk to the unit (unless you’re a few inches from
the table edge, that is). A big thumbs
up for this table from me!
Special items are interesting. All of them are Relics recast. If a character can chose from the Marine Relics,
then they have to select from the Gifts of the Gorgon list instead. You have some very nice items and some ‘eh’
fairly average options, but they all feel good.
There’s a librarian weapon that is essentially a Force Power Fist, a
boosted power axe that becomes a power fist on rolls of a 6 to hit and even a
helmet that houses a powerful comms system that allows your nearby units to
use the HQ’s leadership and even reroll 1s to hit with shooting. They specify that this item can be used even
inside vehicles and building (which seems like an odd distinction to make, as
that’s how everyone seems to play aura-effect items anyway). But unlike the magic banners that become more
inspirational when locked up inside a vehicle where no-one can see them, this helmet
actually make sense in those terms. It’s
a comms network. LoS isn’t a problem. One odd thing about the Gifts list is that there are no restriction as to what you can take other than 'only 1 per army'. No wepaon replacement, or distinctions as made as to which replace weapons and which do not. I'll use my common sense on this one, but basically follow the same selection rules as the mainstream codex just to be on the safe side.
My favourite item is probably the Chains of the Gorgon, which
provide defensive benefits based on how many time the character is
wounded. The trick is that it become
less effective, the more wounded the bearer is, which is not what I would have expected. It never gets worse than a 4+ invulnerable
though. It does mean that if your
character is tooling around with a Command Squad , is wearing this and rolls
the right result on the Warlord Table, you can be dealing with 3+ Feel No Pain
roll. Brutal! I made a character using the regular Space
Marines codex and built him for durability and tarpitting. His name is Leythan Korduskaya, ‘The
Wall’. I think he may be getting an
upgrade! I really want this Mega Iron
Council now!
So that’s my initial review of the release. If you aren’t hardcore about the Xth, then it’s
a definite miss for you, but that’s the way of these supplements from what I can
tell. Just know what you’re buying
before you buy it. If it’s just for the
rules, I don’t think I can justify it to you.
I’m enjoying it though.
End Of Line.
Monday, 18 November 2013
Hands Over Fists: Ironclad Dreadnoughts
It’s fair to say that in 6th Ed, walkers have taken a bit
of a hit with a confluence of the new rules working steadily against them. Vehicles have got significantly less
resilient with the Hull point and with the relative ease with which grenades
and bombs can be slapped on them.
Combine that with Smash attacks and the walker situation can start to
look very sad. You may also notice that
most of these new vulnerabilities in walkers are confined to assault. Gunboat walkers are pretty much as viable as
they always were.
Given that they are pretty integral to the Iron Hands
chapter character and that they’re frickin’ awesome, it was never going to be
in question that I would include some Dreads in my new Marine list. The question was which type of dread. Your standard one can pack a multitude of
weapons and is fairly cheap, with the Venerable upgrade being massively reduced
in price (presumably due to the lack of reliance on the Vehicle Damage Table to
kill them now). The Ironclads are back,
relatively unchanged in cost and stats from last edition. In the end (as evidenced by my previous post)
I plumped for them instead of the more versatile regular Dreadnoughts. There are a few reasons for this.
First is that I like assault and think it still has merit
and importance in 6th edition, regardless of all the naysayers and the Iron
Hands list I arrived at didn’t pack too much of that, so I felt I needed a
presence there. Second, the armour boost
on all fronts does a great deal to boost survivability. It’s now impossible to kill with bolters and
shurikens, even from behind and is nigh-on krak-proof in close combat. Third, is the look of the thing. I really like the bulked out and
armour-plated heft of the Ironclad, and I wouldn’t feel right using a gunboat
dreadnought in an Iron Hands list as it notably lacks one key physical asset. A
hand. With tanks you can overlook that kind of thing, but ‘Noughts? Couldn’t justify it to myself.
Right, so that’s the choice of dreadnought, but what
about the loadout? In the end, I ran
with dual heavy flamer for the integrated weapons. I could have gone for a meltagun there I
suppose; try for some drop-pod tank killing (now made even easier with 6”
disembark!), and ranged tank-killing is one thing may army distinctly
lacks. But I know the curse of the drop
pod melta all too well. I decided to
focus on killing infantry and causing more widespread havoc in the backfield. Also, I like the security of a weapon that
doesn’t require a BS roll to hit anything.
They can also be used to blunt horde assaults before they start and
clear out heavy weapons teams and firebases from even reinforced cover. Seismic hammer or chainfist? Much of a muchness for me really. I’ve got one of each, although I think the
Chainfist is a better performer for killing vehicles. It certainly looks cooler. It’s not a hand though, is it? Everything else is pretty much barebones to
cut down on points.
I’ve found them very useful as an intimidation tactic and
a way to force my opponents hand. Even
if they fail to cause a single casualty when they turn up, they force a
reaction. Mobile vehicles have to get
out of the way, assault troops or point holders have to assault or blockade it
to prevent it getting to the firepower units at the back. At the very least, they need to use firepower
to bring the Dreads down that could otherwise be levelled at my scoring units
and transports. Using this, I can force
the opponent into a reactive posture from the off and use the free time to
manoeuvre my troops to better positions further up the field. If possible, I can also rid Interceptors and
Anti-air units of their crews, limiting the risk to my incoming
Stormtalons. If the Ironclads survive
(and are mobile) into turn 2, that’s a bonus.
They’ve normally done their jobs by Turn 1…
Thursday, 24 October 2013
Hands Over Fists 2
So here’s my general game plan for this army. When it comes to set up, the Master of the
Forge goes in with the Sternguard in their Drop Pod and the tactical squads
split, the heavy bolters manning some reinforced scenery along with the
Thunderfire Cannon and the Centurions. The forward combat squads with Meltaguns
and Sergeants start inside the Razorbacks and either hid behind reinforced
scenery or ready themselves to gun the engines and head upfield. The Scouts in their storms normally start on
the board, infiltrated far forward. If I
can Scout closer, I do (depending on quantity and disposition of enemy units in
their area). The Ironclads are prepped
to go in on Turn 1. Basically, I start
aggressive from the off. It’s one of the
many advantages of Drop Pods. I try to
get as much stuff as I can into the face of the opponent from turn one. This usually means a combo of combat scouts
and Ironclads. Although they can’t get
into combat in the first turn, the wealth of heavy flamers in close is there to
target backfield guns and objective holding troops, plus anyone arming gun
emplacements. The Drop Pods are also
handy for obstructing fire lines and hampering movement, especially as you can
disembark so much further from them now.
Supporting fire is obviously provided by the Thunderfire and Razorbacks
primarily and sometimes the tacticals may get lucky with the heavy bolters.
What are the Centurions doing though? Probably not much in the first turn; the
Cannons are woefully short range for that kind of thing. The guy I bought them from found that they
couldn’t accomplish much as they were massive fire magnets and tended to get
killed by anti-tank fire before reaching decent weapon range. So I’m trying a different tactic with them
and using them primarily as board control.
Having gone against them a couple of times, I was always anxious about
getting anywhere within that 24” firing range and so they seem like an ideal
deterrent for anyone thinking about getting rid of my objective scorers. Plus, the lack of an Invulnerable save seems
less of a big deal when you’re tanking with 3+ Cover. However, I may want to take a more aggressive
stance with them and rely on the Ironclads to take most of the high Strength
low AP shooting for a turn or two and buy the Centurions time to advance. Time will tell as to which tactic seems the
best use for the big guys.
The big down side with turn one is that most of the time
I will probably be giving away first blood.
However, as I see it, it’s a sacrifice that’s worth making if I can
strip objectives from an opponent.
Nevertheless, most of the time, I’ve just got to weather the return
fire. The Ironclads will probably die
and if I position them wrong, the scout will take quite a few casualties as
well. They’re really not meant to be
encountering massed firepower, aiming instead for backfield or outlying units
to harry and distract. The other
downside with this initial rush attack is that I have woefully little decent
anti-tank in it. Make no mistake, the
Dreads and Scouts can definitely deal with vehicles, but they need to be in
assault in order to do so. My first turn
has to be about putting the opponent on the defensive, but also bearing in mind
that I need to assault stuff a keeping targets in mind for that next turn. This has worked fairly well versus more
manoeuvrable opponents, as I have enough stuff with enough freedom of movement
(or at least a free choice of where they drop) to cover most of the board with
threat.
The second turn is when some more punching arrives
(hopefully) as I have two Talons and my Sternguard in reserve to turn up and
they can provide some effective shooting. The Talons in particular have managed to
achieve a great deal with their relatively cheap loadouts and BS 5 (versus most
targets). Never underestimate Strafing
Run! They are primarily for dealing with
light-medium armour that I can’t get to normally, or for deshelling troops
inside a transport. In my last game
against the Eldar, the were to blame for three dead Wave Serpents, so they
definitely paid for themselves in terms of effect rather than raw points. Once the Guardians and Aspect Warriors are
out of their cans, they are very easy to remove… The Sternguard are pretty much just as good
as they ever were, but a few points cheaper, which is not something I’m going
to complain about! I have different
views on the Master, unfortunately, but I’ll save that for a different
post. He can definitely work well, but I
feel they’ve taken quite a few downgrades in this new book. He in there for the fluff and feel of it more
than anything. Plus I really like the
conversion I’ve done for him!
I don’t really have much else to write about my tactics
beyond turn 2 though mainly because from that point onwards for me, the game
becomes about adapting to the battle and the opponent more than any set
plan. Plans 1 & 2 don’t always go to
plan either. Regardless, I am trying
to train myself to play to the
objectives, or at least keep one eye on them throughout the game, as ages of DE
play made me too complacent in grabbing stuff at the last second and not all
armies can keep up with that lack of planning!
I’ll go more in depth into a couple of things from the SM
Codex later, mainly focusing on a few rules queries I’ve noticed and the
strengths and weaknesses of some of the units I use.
So long!
Tuesday, 22 October 2013
Hands over Fists!
Right, in the long break between posts, something
interesting appears to have happened in the hobby world. Namely, the new Space Marines Codex. My general thoughts on this are quite
positive by and large, but then again, that’s been a familiar enough tune from
me over the last few releases. I feel
the new Marines have not drastically changed, more than been brought into
line. Very few new units; just the
Centurions at last count. I’m not
counting the Raven and Talon for that as they were both usable beforehand, but
not in the codex proper.
A lot of the changes have been more tweaks than
anything. The biggest of these is
definitely the Chapter Traits system which, although not the return to the
broad customisability of the fourth ed dex is still very characterful and will
encourage each player down a certain route depending on their chosen progenitor
chapter. I initially wrote ‘force’
instead of ‘guide’ in that sentence.
That’s one of the good things about this new system is that it doesn’t
feel like it is forcing you to do certain things or create certain armies. They all have broad advantages that benefit
the majority of your army, just are in starker relief and greater effect in certain
areas. That said, let’s go onto my
particular (possibly predictable) key focus in this area. The Iron Hands. The cold bastards of the Legiones Astartes.
The focus for their Chapter Traits appears to be sheer
bloody-minded durability, although in only minor degrees. I quite like it, but when comparing it to the
more offensively aligned chapter tactics it can be easy to think that they’re
hard done by. This isn’t a ramp up to a
complaint or anything though. The Iron
Hands traits are very useful, although they are unlikely to come into effect on
individual occasions. The unique thing
for the Tenth is that their rules pretty much affect everything you have on the
board. However, the down side is that
you need to be lucky for those things to have an effect. You cannot actually rely on them. You just have to hope that the dice come up
in your favour. An extra Strength on
Hammer of Wrath is inviolable. Once you
charge, it’s there. Same with Hit and
Run, or Relentless. You can go through
an entire game with any of the Iron Hands doctrines helping you at all if you
just don’t roll right. Or you can be
borderline indestructible. Either way,
it’s all just rolls on the dice, a fact that will turn many people off using
them.
Nevertheless, they are my Legion/Chapter and I’ve
naturally devised a list for them, trying to make the most of what they can
bring and adding a couple of new things.
May as well let you in on it, as it seems pretty solid. That said, like untempered iron, I might find
them a touch brittle as well.
2,000 points incoming!
HQ
Master of the Forge: Xandrei Kimmel – Combi grav, Auspex
Elites
Ironclad Dreadnought – Twin heavy flamers, Seismic
hammer, Drop pod
Ironclad Dreadnought – Twin heavy flamers, Chainfist,
Drop pod
7 x Sternguard – two heavy flamers, Drop pod
Troops
10 x Tactical Marines – Meltagun, Heavy bolter,
Meltabombs, Razorback with Assault cannons
10 x Tactical Marines – Meltagun, Heavy bolter,
Meltabombs, Razorback with Assault cannons
5 x Scouts – Bolt pistols, Combat blades, Meltabombs,
Landspeeder Storm with Heavy flamer
5 x Scouts – Bolt pistols, Combat blades, Meltabombs,
Landspeeder Storm with Heavy flamer
Fast Attack
Stormtalon – Skyhammer missiles
Stormtalon – Skyhammer missiles
Heavy Support
3 x Centurions – Grav cannons & amps
Thunderfire Cannon
And that brings me up to about 2,000. It’s not my typical list, certainly not for
marines. I’ve normal been a footslogging
guy for them, but this time round I’m experimenting with mechanised. Let’s see how that goes! I’ll talk a bit more about my thoughts behind
this list and some of my practical experience with it next time.
Good to see you’re still here!
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