Yes they're up. Kthx to The King Elessar for the notice. :)
https://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240365a_FAQ_BloodAngels_2010.pdf
https://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240364a_FAQ_Tyranids_2010.pdf
Main things:
TYRANIDS
- Doom of Malantai doesn't affect in vehicles, and gives a Cover Save (:O)
- Weapons stack in Tyranid codex
- Shadow of Warp doesn't affect Eldrad
- No more Instinctive Behavior on the turn reserves arrive
- Reserve effects no longer stack on Hive Commander but the Lictor/Swarmlord do >.>
BLOOD ANGELS
- Death Company Tycho has been CONFIRMED to not be an Independent Character. Oh joy.
- Demolisher Cannon given it's proper statline
- The transport + Descent of Angels issue is resolved (take THAT BoLS!)
Wednesday, 30 June 2010
Tuesday, 29 June 2010
Review: Warhammer Fantasy 8th Edition
Wow. How time has passed since the previous Games Workshop 'core rules' release... and how policy has shifted.
Back in 2008 when the 5th Edition of Warhammer 40,000 was released, we had rumours stretching way back into November 2007. People were sighting the rulebook everywhere in early 2008 and everyone knew the main changes to the rules which were going to occur. Various Games Workshop stores were previewing the book to their customers around April 2008 - well, at the very least here in Britain, which allowed for an air of legitimacy with every rumour... and confirmation.
But what about this release? Well, it's certainly been different - it was around May/June 2010 that most stores were recieving (And letting people open) copies of the book and a tight grip was held on any rumours coming out of Games Workshop's design studio. Many people were denying up until about January 2010 that the rulebook was even going to be released in July - like the 5th Ed of Warhammer 40,000 was - and this led to just... complacency. Well, the rumourmill didn't rest but neither did it seem believeable. Sightings of '10 man ranks' led people to the belief that the (now confirmed) 'horde' system was to become the norm in fantasy.
People were, you could say, pissed.
But, are the changes so bad? I found a summary of the changes here at an awesome blog that I follow: http://quietlimit.blogspot.com/2010/06/eighth-edition-compiled-notes-and.html. From the list here, I think I quite LIKE the changes to the system! It's not too over the top, really - cutting down on Mage spam to make Magic Phases more enjoyable, and giving a horde army a real advantage when it comes to grinding opponents down with attrition.
I think this edition of Fantasy may dumb things down a bit, as some might say, but it will also breathe new life into the hobby with the new scenarios and the sheer amount of content in the Big Rulebook. Pretty much every single page in the 528 page Rulebook is jam packed with useful content for hobbyists - gamers may be annoyed with 2/3 of the book being such content, but does it matter? As some have said, the big rulebook is supposed to be the ground and the basis for the hobby while every other book fills out the real 'niche' stuff.
~ So, what are your comments? Post them below and lets see where they go :)
Back in 2008 when the 5th Edition of Warhammer 40,000 was released, we had rumours stretching way back into November 2007. People were sighting the rulebook everywhere in early 2008 and everyone knew the main changes to the rules which were going to occur. Various Games Workshop stores were previewing the book to their customers around April 2008 - well, at the very least here in Britain, which allowed for an air of legitimacy with every rumour... and confirmation.
But what about this release? Well, it's certainly been different - it was around May/June 2010 that most stores were recieving (And letting people open) copies of the book and a tight grip was held on any rumours coming out of Games Workshop's design studio. Many people were denying up until about January 2010 that the rulebook was even going to be released in July - like the 5th Ed of Warhammer 40,000 was - and this led to just... complacency. Well, the rumourmill didn't rest but neither did it seem believeable. Sightings of '10 man ranks' led people to the belief that the (now confirmed) 'horde' system was to become the norm in fantasy.
People were, you could say, pissed.
But, are the changes so bad? I found a summary of the changes here at an awesome blog that I follow: http://quietlimit.blogspot.com/2010/06/eighth-edition-compiled-notes-and.html. From the list here, I think I quite LIKE the changes to the system! It's not too over the top, really - cutting down on Mage spam to make Magic Phases more enjoyable, and giving a horde army a real advantage when it comes to grinding opponents down with attrition.
I think this edition of Fantasy may dumb things down a bit, as some might say, but it will also breathe new life into the hobby with the new scenarios and the sheer amount of content in the Big Rulebook. Pretty much every single page in the 528 page Rulebook is jam packed with useful content for hobbyists - gamers may be annoyed with 2/3 of the book being such content, but does it matter? As some have said, the big rulebook is supposed to be the ground and the basis for the hobby while every other book fills out the real 'niche' stuff.
~ So, what are your comments? Post them below and lets see where they go :)
Friday, 9 April 2010
How Much I Miss Blood Claws
Back a year or so ago, way before the new Space Wolves codex came out, GW did a Blood Claw kit. Based around the old SM sprues (with Legs, Head, Body randomly together, with the weaponry on another sprue with pads), this also had the old SW upgrade sprue (which I also miss, but at least thats on the site still at a reasonable, for GW, price).
Oh how I miss it.
That kit was PERFECT for getting large numbers of Ass. Marines without Jump Packs out on the field, and could even do for a sort of 'pre heresy' World Eaters army - which, as it happens, is one of the forces I have begun to build on again in the form of my Blood Angels >.< (The Sons of Arkhan)
To say that its annoying that now you have only the options of buying a load of bitz (which I can't be bothered to due to the price here in GB), buying Pack Ass. Squads (at £32 for 10 guys, with the Packs I won't ever use), or hoarding the Tac. Squad tacky CCW/BPs which need to be shared with the Sergeants anyway.
I really dislike the lack of thought by GW that perhaps some people didn't actually give a damn about the outdated models supplied in the Grey Hunters and Blood Claws kits and that they chose to develop the standard pack ahead of Thunderwolf Cavalry. While the SW Pack is a BEAUTIFUL kit - far the better of the plastics of the Blood Angels release i'm afraid - I believe it would have been cost and time efficient to perhaps have simply used the standard Tactical sprues, with 1 of those 'Wolf Guard' sprues (the one with the Options and such) and the old Blood Claw CCW sprues added.
This would have given people EVERYTHING they needed for the building, and heres another thing... it probably wouldn't have cost GW that much more. Instead of constructing, say, 3 molds it would have required one new mold and a single older one. Simple. And the spare time could have been put into preparing more Tyranids, Beastmen (the damn Rare choices!), or the Thunderwolves/New SC Sculpts (Canis is rushed, and piss poor because of it).
So please... I hope the next SM wave in June perhaps could have a new plastic Assault Squad frame with every option known to man in it. Combining the options for Vanguard Veterans, Foot Assault, and Jump Assault would be a BEAUTY, GW.
Oh how I miss it.
That kit was PERFECT for getting large numbers of Ass. Marines without Jump Packs out on the field, and could even do for a sort of 'pre heresy' World Eaters army - which, as it happens, is one of the forces I have begun to build on again in the form of my Blood Angels >.< (The Sons of Arkhan)
To say that its annoying that now you have only the options of buying a load of bitz (which I can't be bothered to due to the price here in GB), buying Pack Ass. Squads (at £32 for 10 guys, with the Packs I won't ever use), or hoarding the Tac. Squad tacky CCW/BPs which need to be shared with the Sergeants anyway.
I really dislike the lack of thought by GW that perhaps some people didn't actually give a damn about the outdated models supplied in the Grey Hunters and Blood Claws kits and that they chose to develop the standard pack ahead of Thunderwolf Cavalry. While the SW Pack is a BEAUTIFUL kit - far the better of the plastics of the Blood Angels release i'm afraid - I believe it would have been cost and time efficient to perhaps have simply used the standard Tactical sprues, with 1 of those 'Wolf Guard' sprues (the one with the Options and such) and the old Blood Claw CCW sprues added.
This would have given people EVERYTHING they needed for the building, and heres another thing... it probably wouldn't have cost GW that much more. Instead of constructing, say, 3 molds it would have required one new mold and a single older one. Simple. And the spare time could have been put into preparing more Tyranids, Beastmen (the damn Rare choices!), or the Thunderwolves/New SC Sculpts (Canis is rushed, and piss poor because of it).
So please... I hope the next SM wave in June perhaps could have a new plastic Assault Squad frame with every option known to man in it. Combining the options for Vanguard Veterans, Foot Assault, and Jump Assault would be a BEAUTY, GW.
Thursday, 8 April 2010
Army List: Flight of the Successors
The Chapter I have chosen for my Blood Angels army is strangely enough going to be the Flesh Tearers. I love their idea - and the fact they're down to a low, low number of marines - and happen to be planning a Seth/Astorath team up in the future. But in order to do an army list, I actually have to read the BA book and to be honest i'm not that inspired.
The Blood Angels, despite all my raving in the poorly written review from Wednesday, are far too similar to C: SM for me to be able to hold interest in them. Back in December 2008 when I started a SM army I brought a Battle Company box (essentially) and was so overeager to assemble and such that I built and painted everything in Crimson Fists (and invested in Kantor and a full list) that I did not realise that it actually SUCKED at what I wanted it to do. Thus in the period of a month I chose to dump that list.
Then in October I invested in Space Wolves and, while less disappointing, it's difficult not to gag on the idea of doing a second Imperial SM army while i'm still in the middle of five Chaos ones and a 'Space Wolf' (I play Skyrar's Dark Wolves) one.
So this is a basic 2000 point list which is low on model count. No Special Characters yet I should note.
Flight of the Successors
HQ:
Captain with Power Sword and Storm Shield. Jump Pack - 155
+ 5 Honour Guard with Noviate, Blood Champion, Jump Packs, Company Standard, 4 Power Weapons - 260
Troops:
10 Assault Marines with 2 Meltaguns, and Sergeant with Power Weapon - 315
10 Assault Marines with 2 Meltaguns, and Sergeant with Power Weapon - 315
10 Assault Marines with 2 Meltaguns, and Sergeant with Power Weapon - 315
Elites:
5 Sanguinary Guard with 1 Infernus Pistol - 210
5 Sanguinary Guard with 1 Infernus Pistol - 210
Heavy Support:
Predator with Autocannon - 70
Predator with Autocannon - 70
Predator with Autocannon - 70
Points: 1990
KPs: 10
Scoring: 3
The Blood Angels, despite all my raving in the poorly written review from Wednesday, are far too similar to C: SM for me to be able to hold interest in them. Back in December 2008 when I started a SM army I brought a Battle Company box (essentially) and was so overeager to assemble and such that I built and painted everything in Crimson Fists (and invested in Kantor and a full list) that I did not realise that it actually SUCKED at what I wanted it to do. Thus in the period of a month I chose to dump that list.
Then in October I invested in Space Wolves and, while less disappointing, it's difficult not to gag on the idea of doing a second Imperial SM army while i'm still in the middle of five Chaos ones and a 'Space Wolf' (I play Skyrar's Dark Wolves) one.
So this is a basic 2000 point list which is low on model count. No Special Characters yet I should note.
Flight of the Successors
HQ:
Captain with Power Sword and Storm Shield. Jump Pack - 155
+ 5 Honour Guard with Noviate, Blood Champion, Jump Packs, Company Standard, 4 Power Weapons - 260
Troops:
10 Assault Marines with 2 Meltaguns, and Sergeant with Power Weapon - 315
10 Assault Marines with 2 Meltaguns, and Sergeant with Power Weapon - 315
10 Assault Marines with 2 Meltaguns, and Sergeant with Power Weapon - 315
Elites:
5 Sanguinary Guard with 1 Infernus Pistol - 210
5 Sanguinary Guard with 1 Infernus Pistol - 210
Heavy Support:
Predator with Autocannon - 70
Predator with Autocannon - 70
Predator with Autocannon - 70
Points: 1990
KPs: 10
Scoring: 3
Wednesday, 7 April 2010
On the Road to Armageddon
Armageddon. Some place which was given a campaign a few years ago by GW. The home of the Steel Legion. The most publicised battlefield for the Blood Angels and Space Wolves which I know of at the moment. Attacked three times by two races.
The perfect campaign setting.
The choice I have made for my next project.
Armageddon will be THE Swan Song of my campaigns and mini dexes. So far I have already constructed around 15 units for the codex, but in the end there will be 50 or so... for Space Marines alone. I will have the following chapters involved:
So Armageddon will be this year's big project. Each fortnight I will post a new part of the Campaign and each month more progress will be made towards finishing the actual book. I will have Battle Reports and such planned as well, for I know a few players who are already making forces for this.
We. Shall. See.
(PS: I'm doing World Eaters, Flesh Tearers, and the Thirteenth Company :P)
The perfect campaign setting.
The choice I have made for my next project.
Armageddon will be THE Swan Song of my campaigns and mini dexes. So far I have already constructed around 15 units for the codex, but in the end there will be 50 or so... for Space Marines alone. I will have the following chapters involved:
- Blood Angels - Army of Death, Normal, Flesh Tearers
- Salamanders - Orbital Force, Normal
- Space Wolves - Normal, Thirteenth Company, Egil Iron Wolf
- Executioners - Annihilation Force
- Relictors - Monolith Reclamation Cadre
- Grey Knights - Normal
- Black Templars - Crusade Fleet, Grimaldus' Retinue
So Armageddon will be this year's big project. Each fortnight I will post a new part of the Campaign and each month more progress will be made towards finishing the actual book. I will have Battle Reports and such planned as well, for I know a few players who are already making forces for this.
We. Shall. See.
(PS: I'm doing World Eaters, Flesh Tearers, and the Thirteenth Company :P)
Review: Codex Blood Angels
On the day of it's release last Saturday I chose to purchase the new Blood Angels codex. This was after constant advertising of how overly fudge coated brokenedness it was over the wild and rampant tubes that we call the Internet, and I guess also due to the fact that since Codex: Chaos Space Marines in 2007 I have, in essence, been a regular show at the bandwagon station.
I have to admit that the codex isn't as bad as it seems though... well, at first glance it isn't.
What's different, then?
Codex Blood Angels is fairly similar to the Thriller of Vanilla codex which normal, boring, SM get, but there are a load of changes to make them seem a bit more hip and fresh. One thing that they have is a lack of Combat Tactics or any characters (aside from Tycho) who have Combat Tactic like effects - so there's no free Stubborness or anything to fall back on i'm afraid. Also, the BA have become a little less badass by losing out on the incredibly fun Conversion Beamer, Thunderfire Cannon, Ironclad AND VENERABLE Dreadnoughts, Land Speeder Storm, as well as cheap Assault Terminators.
So what do they get?
One simple thing: JUMP PACK EXTRAVEGANZA. Every single part of the codex points towards a mass Deep Strike/Jump Pack army here. Sure you retain both types of Veterans, so there's Vanguard and Sternguard here, you also gain Troop Choice Assault Squads as well as the badly modelled 'Sanguinary Guard' (who seem to be freezing in their Artificer armour and, like MWG Joe, could cut through glass with their cold bat nipples) in Elite and the ability to possess Jump Pack 'Honour' (a mix between the Honour and Command Squads in normal SM) Guard units. Theoretically, someone can field 105 models with Jump Packs before considering HQ choices or the other special unit in the codex...
This special unit is DEATH COMPANY.
Take a certain character, and you could theoretically have 180 models who are essentially a big, annoying, combination of the best parts of Khorne Berserkers and Plague Marines... with Fearless, Feel No Pain, Furious Charge, and 4 attacks on the charge with the low price of 20 points pre-pack and 35 with. Sure they no longer have Rending, but at the same time, these guys do have Rage to 'balance' things out. Oh boy... because having Rage is a problem.
But back to the Jump Pack point... The BA have a few rules to give you this...
Descent of Angels: You scatter HALF the normal distance if you're DSing from reserve with a pack.
Prescision Strike: Dante's squad does not scatter, and has Hit and Run USR
Heroic Intervention: Vanguard with Packs are accurate due to DoA...
Stormravens: Assault Vehicle, like LRs, which allow you to DS (without DoA) any unit from them.
It's an insane thought... but it isn't even near the end of it.
Ferrus Manus' Secret Buddy
Blood Angels have Dreadnoughts - but this is obvious. All SM Chapters have Dreadnoughts but BA bring this to a STUPID level with their 4 types of Dread... the standard Heavy Support Dread, the Elite Furioso, the Elite Furioso Librarian Dread, and the TROOP CHOICE Death Company Dread. You can have up to 1 Dread for each 5 DC... so a 2500pt list has a grand total of 11 Dreads. ELEVEN!
Sure you need to take into account your HQ - a 115pt Captain - but then... it's 500pts for 25 Death Company and 1315 for the 11 Dreads (no Librarians here though). 570pts of upgrades for your force, but still hell to take out. Iron Hands have a genuine right to be pissed :P
Emperors Children Rise Again
Just like Ferrus is pissed, so too is his ex-friend Fulgrim. Why? Dante allows for Sanguinary Guard as Troops. These guys are Jump Infantry Terminators without the Invulnerable Save: for 40pts each (5 per squad, so 200 lol) you get master crafted PWs and a load of Pedro Kantor's Storm Bolters. I say BARGAIN. Sure they may seem to be fodder and will be a first turn target for the foe, but think about it: that's what ALL expensive units are for. The more your foe shoots at them, the less they're shooting at the other 1075pts of your force.
That's right... it's 1425pts for 31 models. 31 kickass models sure (i'm converting Sanguinor into a new Dante) but still... is that too few in the current meta? I say nay.
Crimson Fists r teh Suck! Sicarius is a douche!
Two things to say about another HQ close to my heart: Captain Tycho. Not Death Company Tycho - he's too batshit crazy, and he also can't be used as an Independent Character till Blood Angels are FAQed - but normal Tycho. He might not make Sternguard a Troop or Scoring, but he does have another use... the fact that he is a 'Monstrous Creature' vs. Vehicles, the fact he has Special Issue Ammo (which hasn't changed between SM and BA), and his Artificer Armour... which gives him a better save than Kantor lmao!
To add to C: SM misery, he has Rites of Battle, or Sicarius' rule! And guess what... Tycho can beat the crap out of Sicarius any day, even with his 'Battle Forged Heroes'!
All for the low low price of 175pts...
You may call me Death, or Larry...
(Larry is more preferable). Mephiston's back and better than ever apparently! Let's put it this way: you know that time that you left a Carnifex and a Space Marine together overnight in your cupboard? 9 months later, Mephiston was the result. He's Tigger from C: SM, only with a Jump Infantry power, a Strength 10 power, the ability to transfix a foe like a Broodlord, and a Preferred Enemy power he doesn't even need. All for the low, low, price of a Land Raider. He may have absolutely no Invulnerable Save, but he's a monster truck who walks like a man! Who can stand up against such a harsh, harsh combination...
Oh right, a Strength D weapon. Bye bye.
WooOOooooOOOooo!!! I am the ghost of poorly written codexes past!
So we reach the final part of this poorly written review... The Sanguinor. Also known as the worst design decision I have seen in my time in the hobby. He's THE most overdone thing I have ever seen - he combines the fervour of Kantor's aura of attackyness with the big 'I Challenge You!' feature of the Chapter Champion in C: SM (vs. 1 character) as well as... the random blessing of a single lucky Sergeant who would probably turn out to be, ironically, the Sniper Scout Sergeant? What's more he's a Jump Infantry NON SPECIAL CHARACTER just like Mephiston? Wow. For 275pts, you get a mini Hive Tyrant who doesn't have Tyrant Guard but does always have a Storm Shield save and a Master Crafted PW of Strength 5...
Why would you be so stupid to waste your time on him?
Sanguinor is the most retarded ruleset i've ever seen and the only thing the model is good for is conversion fodder, to make a guy worthy of leading your Sanguinary Guard. No more, no less. It doesn't help, however, that there was so much flash and poor casting on my Sanguinor that it's going to take far longer than usual for a SM sized character model to prepare him for painting or such. To add to misery, i'm not even using his annoying chalice and stupid sword... as I said earlier, he's going into my Dante conversion. Dante! The man who doesn't need to be more expensive than the far more useful Marneus Calgar to, well, be needed! Why again would you do that? The guy has NO SURVIVAL INSTINCT WHATSOEVER!!!!
Anyway, that's the end of my review. I'm too busy being pissed off about the wings and two handed weaponry within my Sanguinary Guard to write anything else. I'm preparing my BA Assault List right now I believe... it'll be up soon.
(Still casually posting as it's coming up to exams and even with 11 days left of my break i've got a load of revision i'm being forced to do. Thank god there's no one else in the house right now or else i'd be strangling people)
I have to admit that the codex isn't as bad as it seems though... well, at first glance it isn't.
What's different, then?
Codex Blood Angels is fairly similar to the Thriller of Vanilla codex which normal, boring, SM get, but there are a load of changes to make them seem a bit more hip and fresh. One thing that they have is a lack of Combat Tactics or any characters (aside from Tycho) who have Combat Tactic like effects - so there's no free Stubborness or anything to fall back on i'm afraid. Also, the BA have become a little less badass by losing out on the incredibly fun Conversion Beamer, Thunderfire Cannon, Ironclad AND VENERABLE Dreadnoughts, Land Speeder Storm, as well as cheap Assault Terminators.
So what do they get?
One simple thing: JUMP PACK EXTRAVEGANZA. Every single part of the codex points towards a mass Deep Strike/Jump Pack army here. Sure you retain both types of Veterans, so there's Vanguard and Sternguard here, you also gain Troop Choice Assault Squads as well as the badly modelled 'Sanguinary Guard' (who seem to be freezing in their Artificer armour and, like MWG Joe, could cut through glass with their cold bat nipples) in Elite and the ability to possess Jump Pack 'Honour' (a mix between the Honour and Command Squads in normal SM) Guard units. Theoretically, someone can field 105 models with Jump Packs before considering HQ choices or the other special unit in the codex...
This special unit is DEATH COMPANY.
Take a certain character, and you could theoretically have 180 models who are essentially a big, annoying, combination of the best parts of Khorne Berserkers and Plague Marines... with Fearless, Feel No Pain, Furious Charge, and 4 attacks on the charge with the low price of 20 points pre-pack and 35 with. Sure they no longer have Rending, but at the same time, these guys do have Rage to 'balance' things out. Oh boy... because having Rage is a problem.
But back to the Jump Pack point... The BA have a few rules to give you this...
Descent of Angels: You scatter HALF the normal distance if you're DSing from reserve with a pack.
Prescision Strike: Dante's squad does not scatter, and has Hit and Run USR
Heroic Intervention: Vanguard with Packs are accurate due to DoA...
Stormravens: Assault Vehicle, like LRs, which allow you to DS (without DoA) any unit from them.
It's an insane thought... but it isn't even near the end of it.
Ferrus Manus' Secret Buddy
Blood Angels have Dreadnoughts - but this is obvious. All SM Chapters have Dreadnoughts but BA bring this to a STUPID level with their 4 types of Dread... the standard Heavy Support Dread, the Elite Furioso, the Elite Furioso Librarian Dread, and the TROOP CHOICE Death Company Dread. You can have up to 1 Dread for each 5 DC... so a 2500pt list has a grand total of 11 Dreads. ELEVEN!
Sure you need to take into account your HQ - a 115pt Captain - but then... it's 500pts for 25 Death Company and 1315 for the 11 Dreads (no Librarians here though). 570pts of upgrades for your force, but still hell to take out. Iron Hands have a genuine right to be pissed :P
Emperors Children Rise Again
Just like Ferrus is pissed, so too is his ex-friend Fulgrim. Why? Dante allows for Sanguinary Guard as Troops. These guys are Jump Infantry Terminators without the Invulnerable Save: for 40pts each (5 per squad, so 200 lol) you get master crafted PWs and a load of Pedro Kantor's Storm Bolters. I say BARGAIN. Sure they may seem to be fodder and will be a first turn target for the foe, but think about it: that's what ALL expensive units are for. The more your foe shoots at them, the less they're shooting at the other 1075pts of your force.
That's right... it's 1425pts for 31 models. 31 kickass models sure (i'm converting Sanguinor into a new Dante) but still... is that too few in the current meta? I say nay.
Crimson Fists r teh Suck! Sicarius is a douche!
Two things to say about another HQ close to my heart: Captain Tycho. Not Death Company Tycho - he's too batshit crazy, and he also can't be used as an Independent Character till Blood Angels are FAQed - but normal Tycho. He might not make Sternguard a Troop or Scoring, but he does have another use... the fact that he is a 'Monstrous Creature' vs. Vehicles, the fact he has Special Issue Ammo (which hasn't changed between SM and BA), and his Artificer Armour... which gives him a better save than Kantor lmao!
To add to C: SM misery, he has Rites of Battle, or Sicarius' rule! And guess what... Tycho can beat the crap out of Sicarius any day, even with his 'Battle Forged Heroes'!
All for the low low price of 175pts...
You may call me Death, or Larry...
(Larry is more preferable). Mephiston's back and better than ever apparently! Let's put it this way: you know that time that you left a Carnifex and a Space Marine together overnight in your cupboard? 9 months later, Mephiston was the result. He's Tigger from C: SM, only with a Jump Infantry power, a Strength 10 power, the ability to transfix a foe like a Broodlord, and a Preferred Enemy power he doesn't even need. All for the low, low, price of a Land Raider. He may have absolutely no Invulnerable Save, but he's a monster truck who walks like a man! Who can stand up against such a harsh, harsh combination...
Oh right, a Strength D weapon. Bye bye.
WooOOooooOOOooo!!! I am the ghost of poorly written codexes past!
So we reach the final part of this poorly written review... The Sanguinor. Also known as the worst design decision I have seen in my time in the hobby. He's THE most overdone thing I have ever seen - he combines the fervour of Kantor's aura of attackyness with the big 'I Challenge You!' feature of the Chapter Champion in C: SM (vs. 1 character) as well as... the random blessing of a single lucky Sergeant who would probably turn out to be, ironically, the Sniper Scout Sergeant? What's more he's a Jump Infantry NON SPECIAL CHARACTER just like Mephiston? Wow. For 275pts, you get a mini Hive Tyrant who doesn't have Tyrant Guard but does always have a Storm Shield save and a Master Crafted PW of Strength 5...
Why would you be so stupid to waste your time on him?
Sanguinor is the most retarded ruleset i've ever seen and the only thing the model is good for is conversion fodder, to make a guy worthy of leading your Sanguinary Guard. No more, no less. It doesn't help, however, that there was so much flash and poor casting on my Sanguinor that it's going to take far longer than usual for a SM sized character model to prepare him for painting or such. To add to misery, i'm not even using his annoying chalice and stupid sword... as I said earlier, he's going into my Dante conversion. Dante! The man who doesn't need to be more expensive than the far more useful Marneus Calgar to, well, be needed! Why again would you do that? The guy has NO SURVIVAL INSTINCT WHATSOEVER!!!!
Anyway, that's the end of my review. I'm too busy being pissed off about the wings and two handed weaponry within my Sanguinary Guard to write anything else. I'm preparing my BA Assault List right now I believe... it'll be up soon.
(Still casually posting as it's coming up to exams and even with 11 days left of my break i've got a load of revision i'm being forced to do. Thank god there's no one else in the house right now or else i'd be strangling people)
Wednesday, 13 January 2010
Army List: Much Ado About Typhus
In the previous few weeks, i've made a big decision... it's time to go back to my roots.. Back when I first picked up Nurgle, I found them fun and amusing... well, more so than the Necrons which had come before them! This force essentially tries to bring me back to the glory days of the mighty theme army.
A Nurgle force for me needs to either try the 'Power of Seven' format of the Death Guard 7th Company, or it needs to try to keep to Mono. Fight as Mortarion always wanted you to fight, essentially. That's why this force is so fun - at 2000pts, it allows me to field 49 models (including 14 terminators!), as well as a good range of other weaponry. It also works in halves, so I can pincer my foe. It's also been very effective in combat and such against Horde forces.
List: Terminus Est
Typhus the Traveller- HQ choice, attached to Term Champions
7 Plague Marines- Plague Champion (Power Weapon), 2 Flamers
+ Rhino: Extra Armour
7 Plague Marines- Plague Champion (Power Fist), 2 Meltaguns
+ Rhino: Extra Armour
7 Marines of Nurgle- 1 Meltagun
+ Rhino: Extra Armour
6 Terminator Champions of Nurgle- 1 Chainfist, 1 Power Fist, 1 Pair L Claws, 1 Reaper Autocannon
7 Terminators of Nurgle- 1 Heavy Flamer, 2 Combi Flamers
7 Havocs of Nurgle- 2 Missile Launchers
+ Rhino: Extra Armour
7 Havocs of Nurgle- 2 Missile Launchers
+ Rhino: Extra Armour
Total Points: 2002 (if opponents disapprove, I remove 1 Combi Flamer)
Total KP: 13
Scoring Units: 3
A Nurgle force for me needs to either try the 'Power of Seven' format of the Death Guard 7th Company, or it needs to try to keep to Mono. Fight as Mortarion always wanted you to fight, essentially. That's why this force is so fun - at 2000pts, it allows me to field 49 models (including 14 terminators!), as well as a good range of other weaponry. It also works in halves, so I can pincer my foe. It's also been very effective in combat and such against Horde forces.
List: Terminus Est
Typhus the Traveller- HQ choice, attached to Term Champions
7 Plague Marines- Plague Champion (Power Weapon), 2 Flamers
+ Rhino: Extra Armour
7 Plague Marines- Plague Champion (Power Fist), 2 Meltaguns
+ Rhino: Extra Armour
7 Marines of Nurgle- 1 Meltagun
+ Rhino: Extra Armour
6 Terminator Champions of Nurgle- 1 Chainfist, 1 Power Fist, 1 Pair L Claws, 1 Reaper Autocannon
7 Terminators of Nurgle- 1 Heavy Flamer, 2 Combi Flamers
7 Havocs of Nurgle- 2 Missile Launchers
+ Rhino: Extra Armour
7 Havocs of Nurgle- 2 Missile Launchers
+ Rhino: Extra Armour
Total Points: 2002 (if opponents disapprove, I remove 1 Combi Flamer)
Total KP: 13
Scoring Units: 3
Saturday, 19 December 2009
PROJECT: Torrent of Cheese*
*: Cheese being defined as stuff people have been screaming about being 'so broken'.
One main complaint I have noticed over teh internetz is that various elements of the SW army is 'so broken'. Thunderwolves, JotWW, Rune Priests, cheap Troops, and so on. So, in search of this mythical cheese, I will be building up a large force over the next few months to test out the lengths that this hypothetical cheese actually goes to. In accordance with my strict 'plastic only' policy on SW, I will be converting as much of the stuff as possible from molten cheese... I mean, plastic.
HQ Choices
Space Wolves have 1-4 HQ choices, so for these I thought - hmm, what would fit into a Cheese based dairy army? My answer - Wolf Lord on Thunderwolf, Canis Wolfborn, and two Rune Priests on Foot.
For the purposes of Canis, I intend on using one of the various Mordheim options - either The Caller's rat thing, or the Watcher rat thing. Both are metal models, but they are damned better than the actual metal model! I will GS the fur and everything.
For the Rune Priests... a bit more simple. I will be basing the models upon my Njal in Rune Armour, and using various options available to me to help with this.
Troop Choices
Canis makes all Fenrisian Wolves into Troop Choices, so that means I have three to pick from. I will use 20 Wolves with 2 Cyberwolves as my two mandatories for now. For these wolves, I will use the direct plastics, to save time.
After I noticed I was a bit underpointed, I added two razorbacks with 10 Grey Hunters between them, as well as a Plasma Gun or two, to deal with some... new things (cough nids cough).
Fast Attack Choices
Apparently where the main regions of cheese lie. I will be purchasing 10 Thunderwolf Cavalry to serve as retinues to my two wolven HQs, and each will have a Storm Shield for added protection from damage.
I will be converting these from Sabretusks or something like that, methinks, unless I find something better to use.
The List - 1750pts
This is the list I intend on using at the moment:
HQ- Wolf Lord on Thunderwolf Mount, with Power Weapon and Bolt Pistol. Bears the Saga of the Beastslayer, a Wolf Tooth Necklace, and a Belt of Russ = 200
HQ- Canis Wolfborn, joined by two pet Fenrisian Wolves = 205
HQ- Rune Priest (Jaws of the World Wolf, Living Lightning) = 100
HQ- Rune Priest (Jaws of the World Wolf, Murderous Hurricane) = 100
Troops- 10 Fenrisian Wolves with 1 Cyberwolf = 88
Troops- 10 Fenrisian Wolves with 1 Cyberwolf = 88
Troops- 5 Grey Hunters with Plasma Gun and Razorback (Twin Linked Assault Cannon, Extra Armour) = 175
Troops- 5 Grey Hunters with Plasma Gun and Razorback (Twin Linked Assault Cannon, Extra Armour) = 175
Fast- 5 Thunderwolf Cavalry with 1 Storm Shield and Power Sword, as well as 1 Mark of the Wulfen = 300
Fast- 5 Thunderwolf Cavalry with 1 Storm Shield and Power Sword, as well as 1 Mark of the Wulfen = 300
The army is split into two flanks, if you will. Each flank is filled with the same units - 6 Thunderwolves, 10 Fenrisians, 5 Hunters, and 1 Rune Priest. Priests give Psychic protection, and their retinues give a bit of durability. That's it, really.
Now to begin building it... :P
One main complaint I have noticed over teh internetz is that various elements of the SW army is 'so broken'. Thunderwolves, JotWW, Rune Priests, cheap Troops, and so on. So, in search of this mythical cheese, I will be building up a large force over the next few months to test out the lengths that this hypothetical cheese actually goes to. In accordance with my strict 'plastic only' policy on SW, I will be converting as much of the stuff as possible from molten cheese... I mean, plastic.
HQ Choices
Space Wolves have 1-4 HQ choices, so for these I thought - hmm, what would fit into a Cheese based dairy army? My answer - Wolf Lord on Thunderwolf, Canis Wolfborn, and two Rune Priests on Foot.
For the purposes of Canis, I intend on using one of the various Mordheim options - either The Caller's rat thing, or the Watcher rat thing. Both are metal models, but they are damned better than the actual metal model! I will GS the fur and everything.
For the Rune Priests... a bit more simple. I will be basing the models upon my Njal in Rune Armour, and using various options available to me to help with this.
Troop Choices
Canis makes all Fenrisian Wolves into Troop Choices, so that means I have three to pick from. I will use 20 Wolves with 2 Cyberwolves as my two mandatories for now. For these wolves, I will use the direct plastics, to save time.
After I noticed I was a bit underpointed, I added two razorbacks with 10 Grey Hunters between them, as well as a Plasma Gun or two, to deal with some... new things (cough nids cough).
Fast Attack Choices
Apparently where the main regions of cheese lie. I will be purchasing 10 Thunderwolf Cavalry to serve as retinues to my two wolven HQs, and each will have a Storm Shield for added protection from damage.
I will be converting these from Sabretusks or something like that, methinks, unless I find something better to use.
The List - 1750pts
This is the list I intend on using at the moment:
HQ- Wolf Lord on Thunderwolf Mount, with Power Weapon and Bolt Pistol. Bears the Saga of the Beastslayer, a Wolf Tooth Necklace, and a Belt of Russ = 200
HQ- Canis Wolfborn, joined by two pet Fenrisian Wolves = 205
HQ- Rune Priest (Jaws of the World Wolf, Living Lightning) = 100
HQ- Rune Priest (Jaws of the World Wolf, Murderous Hurricane) = 100
Troops- 10 Fenrisian Wolves with 1 Cyberwolf = 88
Troops- 10 Fenrisian Wolves with 1 Cyberwolf = 88
Troops- 5 Grey Hunters with Plasma Gun and Razorback (Twin Linked Assault Cannon, Extra Armour) = 175
Troops- 5 Grey Hunters with Plasma Gun and Razorback (Twin Linked Assault Cannon, Extra Armour) = 175
Fast- 5 Thunderwolf Cavalry with 1 Storm Shield and Power Sword, as well as 1 Mark of the Wulfen = 300
Fast- 5 Thunderwolf Cavalry with 1 Storm Shield and Power Sword, as well as 1 Mark of the Wulfen = 300
The army is split into two flanks, if you will. Each flank is filled with the same units - 6 Thunderwolves, 10 Fenrisians, 5 Hunters, and 1 Rune Priest. Priests give Psychic protection, and their retinues give a bit of durability. That's it, really.
Now to begin building it... :P
Friday, 18 December 2009
ARMIES: The WIP Skyrar's Dark Wolves
A long time ago, back in June when Space Wolves was rumoured, I decided... I want a Dark Wolves army. Doesn't have to be a big one... just an army! It was then that I was hooked.
When I was at GD-UK 2009, I chose to bring a bunch of cash both for my Nurgle Sorcerer at FW and a load of those bloody Space Wolves which were released. A box of Terminators and three boxes of Space Wolf Packs. I pledged from then to get as close as possible to a full plastic army... This force would show the versatility of the kit, as well as allow for conversions.
This force is approximately 1/5 of the way to completion. The aim is to have every single character in the book shown in Plastic and Green Stuff, within the next 2 years. At the moment... i've got Njal (Power Armour) and Ragnar either WIP or 'complete' (as far as I like to call it). I've also pledged not to ruin this force by repainting a single model - if it goes wrong, I have to replace it fully, not just respray it.
So... the Wolves.
When I was at GD-UK 2009, I chose to bring a bunch of cash both for my Nurgle Sorcerer at FW and a load of those bloody Space Wolves which were released. A box of Terminators and three boxes of Space Wolf Packs. I pledged from then to get as close as possible to a full plastic army... This force would show the versatility of the kit, as well as allow for conversions.
This force is approximately 1/5 of the way to completion. The aim is to have every single character in the book shown in Plastic and Green Stuff, within the next 2 years. At the moment... i've got Njal (Power Armour) and Ragnar either WIP or 'complete' (as far as I like to call it). I've also pledged not to ruin this force by repainting a single model - if it goes wrong, I have to replace it fully, not just respray it.
So... the Wolves.
Army shots, of the current whole force.
Ragnar the Blackmaned, work in progress.
Njal the Stormcaller in Runic Armour, work in progress shot. The Back-banner was injured in action when a gale blew too hard :P
The Wolf Guard Power Armour family. I love how many options are in the kit!!!
The next notch I will be doing is the Thunderwolf Cavalry - using the only metal pieces in my force, from Fantasy battle - alongside Lord Skyrar the Grim (Logan) and Arjac the Rockfisted.
Thursday, 17 December 2009
Design Studio: Tau Empire redux pt.1
Recently i've begun a new project - Tau. I will be rebuilding the list for 5th edition
The current version of this project can be found here...
The Codex: http://www.2shared.com/file/8718603/...gions-_v1.html
Weapon Summary: http://www.2shared.com/file/10055954/17a5f67a/Tau_Weapon_Summary.html
The current version of this project can be found here...
The Codex: http://www.2shared.com/file/8718603/...gions-_v1.html
Weapon Summary: http://www.2shared.com/file/10055954/17a5f67a/Tau_Weapon_Summary.html
Wednesday, 16 December 2009
ARMIES: The WIP Emperor's Children
Alongside my Death Guard, i'm currently building out one of the more abusive builds in C: CSM... Lash Build. In this, I intend on having 6 Sorcerers of Slaanesh decked with large units of Terminators and etc to abuse both the charging and shooting opportunities this power gives a player. Alongside this will be large amounts of both Bikers and Possessed - who MAY need the help, y'know.
The idea of my Children are simply to kick the sh*t out of something. It doesn't matter whether the unit dies, as long as they kill at least 1 or 2 enemy units in the process. To this end, all of them are Enhanced Warriors with Marks of Slaanesh - this means they can take the punishment, and cost as much as regular Noise Marines for something FAR harder. While the force is WIP, it can still be played due to the legality of some of the units.
My Children could be classed both as being built to deal with Assault Wolves and Tyranids - Synapse is lashed out into the open, and units such as Blood Claws lose the charge and ultimately their lives against my Terminators and such. Sorcerers are no wussies when it comes to combat - they have Terminator Armour, so they take the punishment.
The idea of my Children are simply to kick the sh*t out of something. It doesn't matter whether the unit dies, as long as they kill at least 1 or 2 enemy units in the process. To this end, all of them are Enhanced Warriors with Marks of Slaanesh - this means they can take the punishment, and cost as much as regular Noise Marines for something FAR harder. While the force is WIP, it can still be played due to the legality of some of the units.
My Children could be classed both as being built to deal with Assault Wolves and Tyranids - Synapse is lashed out into the open, and units such as Blood Claws lose the charge and ultimately their lives against my Terminators and such. Sorcerers are no wussies when it comes to combat - they have Terminator Armour, so they take the punishment.
Note: Yes, the Space Wolf Terminator over there is just temporary. I just needed someone to replace my presently broken other terminator... Also, yes, those are Vanguard Veterans, since most of the time I CAN use Codex: Space Marines with these guys.
Monday, 14 December 2009
ARMIES: The WIP 'Nurgle'
Yesterday I took a few images of my Nurgle because I felt like actually having some pictures on this blog. Well, i'm a fairly bad painter (except when tired for some reason), and to put it simply... I paint to play with units. I like having new stuff to do and all, but conversions and nurglifying it up is my true passion if anything. These guys were the first d00ds to go through this process, after a disastrous attempt to build an effective Battle Company for Crimson Fists at 2000pts (note to self: need tanks)
In the game, this is literally just pure Death Guard. When playing with Codex: Chaos Legions, it's a nightmare for the opponent to try and beat this force with the amount of Feel No Pain and High Toughness they have, added to Blight Grenades. In a standard game, it's far more manageable to be perfectly honest.
Other guys who are being built and are not shown here are my Typhus (well, Second Typhus. The previous one died after 2 years of repainting and reposing him), approximately 49 Lesser Daemons of Nurgle made from Ghouls (soon to form the base of my Chaos Daemons force), and the Daemon Princes i'm building.
In the game, this is literally just pure Death Guard. When playing with Codex: Chaos Legions, it's a nightmare for the opponent to try and beat this force with the amount of Feel No Pain and High Toughness they have, added to Blight Grenades. In a standard game, it's far more manageable to be perfectly honest.
Other guys who are being built and are not shown here are my Typhus (well, Second Typhus. The previous one died after 2 years of repainting and reposing him), approximately 49 Lesser Daemons of Nurgle made from Ghouls (soon to form the base of my Chaos Daemons force), and the Daemon Princes i'm building.
Thursday, 10 December 2009
Woo! Camera!
You know, the blog has been open for a year and only now we've got a Camera...
Says something about the quality of this establishment, doesn't it?
Says something about the quality of this establishment, doesn't it?
Ode to the Tyranid Horde
Oh Tyranids, your claws of scythe.
To rend and render all to shite.
From Kraken to Leviathan, fair.
An ode to you, adapt us you might.
Tyranids are coming in January, it was announced, and I welcome their coming. The new codex is surely a breath of fresh air in this bland current universe, which needs to be consumed and remade into a stronger bio weapon. The rules are dated and overpowered, and will certainly be Codex Seeped into a more balanced version.
But it isn't just the rules! I'm pleased that the model range is being expanded. While the Raveners are overpriced (£3 less than the Trygon for just 2 more models), the Gargoyles and Trygon are welcomed additions to the range. Add a big old Plastic Tyrant which is still in the works, and everything seems to be good for our favorite Creepers from Beyond!
So, here's to Tyranids - though you may be gribbly and mean, you certainly do force whole races to adapt to a changing universe! May the Great Devourer continue to eat everyone!
To rend and render all to shite.
From Kraken to Leviathan, fair.
An ode to you, adapt us you might.
Tyranids are coming in January, it was announced, and I welcome their coming. The new codex is surely a breath of fresh air in this bland current universe, which needs to be consumed and remade into a stronger bio weapon. The rules are dated and overpowered, and will certainly be Codex Seeped into a more balanced version.
But it isn't just the rules! I'm pleased that the model range is being expanded. While the Raveners are overpriced (£3 less than the Trygon for just 2 more models), the Gargoyles and Trygon are welcomed additions to the range. Add a big old Plastic Tyrant which is still in the works, and everything seems to be good for our favorite Creepers from Beyond!
So, here's to Tyranids - though you may be gribbly and mean, you certainly do force whole races to adapt to a changing universe! May the Great Devourer continue to eat everyone!
Herald's Highlight: Realm of Battle Gameboard
As the Christmas season reaches it's peak, i'm beginning to look at the options of a terrain nature. It's fairly hard for someone to plan up a few games if there's no board to actually play it on, I guess.
While the Games Workshop website includes classics such as the Realm of Battle board (and new extension) and large scale terrain pieces such as the damned Fortress of Retribution... do they seem a bit too expensive? I don't like the idea of spending a Baneblade for something I can really only use for Planetstrike.
Likewise, I don't like focussing on the Fantasy or small terrain side of things too much. It's far better to have a bunch of bland hills and temples than to get the manor and struggle to have it classed as a Bastion I guess...
But anyway, i've got a budget of approx. £500 to spend, and i'd love to somehow get an incredibly awesome Nurgle-based board filled with pus and slimy goodness. I'm thinking about small 'UK School League' sized clubs for the sake of a club i'm currently joined with - so that's 4x4' boards. That would open up a load of advantageous tactical options for us all, I bet.
Any thoughts? Please, i'd like to discuss this sort of stuff.
While the Games Workshop website includes classics such as the Realm of Battle board (and new extension) and large scale terrain pieces such as the damned Fortress of Retribution... do they seem a bit too expensive? I don't like the idea of spending a Baneblade for something I can really only use for Planetstrike.
Likewise, I don't like focussing on the Fantasy or small terrain side of things too much. It's far better to have a bunch of bland hills and temples than to get the manor and struggle to have it classed as a Bastion I guess...
But anyway, i've got a budget of approx. £500 to spend, and i'd love to somehow get an incredibly awesome Nurgle-based board filled with pus and slimy goodness. I'm thinking about small 'UK School League' sized clubs for the sake of a club i'm currently joined with - so that's 4x4' boards. That would open up a load of advantageous tactical options for us all, I bet.
Any thoughts? Please, i'd like to discuss this sort of stuff.
Thursday, 8 October 2009
Secret Plans begin...
BFC is currently embarking on a venture which should prove rather... profitable..
You'll have to wait, though. #
You'll have to wait, though. #
Sunday, 4 October 2009
Design Studio: Chaos Legions preview
Over the previous weeks, we've been pondering which army to do next in Design Studio. It's become obvious which one deserves it...
Chaos Space Marines.
With the re-addition of Space Wolves to the metagame, Chaos seem to have gone downhill. It's not that they're weak, it's just that other armies are Strong. Chaos can hold their own, but at the same time they're vulnerable.
Enter Codex Chaos Legions.
This is a fully all consuming list for Chaos, which allows each of the 9 legions to feel useful again. Utilise your cheap troops to accomplish great things, and expect there to be blood.
Here's a few of the Psychic Powers which will make Tzeentch feared for its Sorcery again:
Iridescent Blaze of Tzeentch Enemy Movement
Declare at the end of your turn that you are using this power – it begins to take effect for your opponent’s next player turn. Select a single enemy unit – this unit may not move, and immediately takes d6 Strength 5 AP – hits, which cause Pinning. The unit may move as normal in further phases.
Ahriman’s Gift of Tzeentch Enemy Turn
This power may be used whenever a Sorcerer of Tzeentch is within Line of Sight to a Psyker who has successfully used a Psychic Power. Each player rolls a d6. If the Tzeentch player beats the opposing player’s roll, then the Sorcerer who used the power will become a Chaos Spawn under your Opponent’s control.
Creeping Pestilence of Nurgle Assault
Use this at the beginning of your Assault Phase. All Nurgle units within 12 inches of the Sorcerer will charge 6+d6 inches this turn. In the next player turn, all enemy units within 12 inches of where this Psychic Power was used will charge 6-d6 inches next turn, and may not Run.
Absolute Justice of Slaanesh Shooting
Select a single unit within 18 inches of the Sorcerer using this psychic power. It immediately moves 18-2d6 inches straight towards the Sorcerer, and gains the Rage special rule. Then the unit must make a Pinning and Dangerous Terrain test at the end of this player turn.
Diabolic Grace Movement
The character – and any unit they may be attached to – gains the Fleet of Foot special rule for this turn. In addition, they will ignore any Difficult Terrain (and similar effects) for this Movement Phase – though Dangerous Terrain will still hurt on a 1.
One Step Back to One Step Forward (Warptime) Assault
Use this power at the beginning of any Assault Phase. For that phase, all un-successful rolls to hit or wound which that Sorcerer makes may be re-rolled.
Chaos Space Marines.
With the re-addition of Space Wolves to the metagame, Chaos seem to have gone downhill. It's not that they're weak, it's just that other armies are Strong. Chaos can hold their own, but at the same time they're vulnerable.
Enter Codex Chaos Legions.
This is a fully all consuming list for Chaos, which allows each of the 9 legions to feel useful again. Utilise your cheap troops to accomplish great things, and expect there to be blood.
Here's a few of the Psychic Powers which will make Tzeentch feared for its Sorcery again:
Iridescent Blaze of Tzeentch Enemy Movement
Declare at the end of your turn that you are using this power – it begins to take effect for your opponent’s next player turn. Select a single enemy unit – this unit may not move, and immediately takes d6 Strength 5 AP – hits, which cause Pinning. The unit may move as normal in further phases.
Ahriman’s Gift of Tzeentch Enemy Turn
This power may be used whenever a Sorcerer of Tzeentch is within Line of Sight to a Psyker who has successfully used a Psychic Power. Each player rolls a d6. If the Tzeentch player beats the opposing player’s roll, then the Sorcerer who used the power will become a Chaos Spawn under your Opponent’s control.
Creeping Pestilence of Nurgle Assault
Use this at the beginning of your Assault Phase. All Nurgle units within 12 inches of the Sorcerer will charge 6+d6 inches this turn. In the next player turn, all enemy units within 12 inches of where this Psychic Power was used will charge 6-d6 inches next turn, and may not Run.
Absolute Justice of Slaanesh Shooting
Select a single unit within 18 inches of the Sorcerer using this psychic power. It immediately moves 18-2d6 inches straight towards the Sorcerer, and gains the Rage special rule. Then the unit must make a Pinning and Dangerous Terrain test at the end of this player turn.
Diabolic Grace Movement
The character – and any unit they may be attached to – gains the Fleet of Foot special rule for this turn. In addition, they will ignore any Difficult Terrain (and similar effects) for this Movement Phase – though Dangerous Terrain will still hurt on a 1.
One Step Back to One Step Forward (Warptime) Assault
Use this power at the beginning of any Assault Phase. For that phase, all un-successful rolls to hit or wound which that Sorcerer makes may be re-rolled.
Saturday, 3 October 2009
Hurricane: Space Wolves
I sit now with a copy of the new Space Wolves codex and a crate filled with Pepsi. General Storm is grinning as he imagines the sort of bet i'm going to make. Guess what I say?
"I'll drink a single Pepsi... for each part of the list you've made that I CAN'T defeat with my Chaos list"
The grinning stopped.
Face it people, Space Wolves are perfectly balanced, and i'll tell you how I learned this: my local store has this cost efficent Wolf army, which has so far defeated everyone who has tried to destroy it. Amongst the kill count at the moment is a large Ork army, a Leman Russ horde list, and a Marine list.
I brought a tiny Slaaneshi (i'll be piling on the bile soon enough to wash myself of this sin, Papa) CSM army... and won. Lash + Term Champs with Twin LC? Priceless.
Space Wolves are annoying when compared to Space Marines of any type which have come before them, but one thing which needs to be noted is the fact that they are an ELITE FORCE. Cheap squads deployed to take squads out of the game are better when you play against them - try using Combined Squads to force Wolf Guard to stay still in order to wipe out the horde. Maybe you should also look at some things to draw units away - Lash of Submission on a Blood Claw Pack is fairly effective, no?
Your goal is to keep them at arms reach - if they hit your lines, they'll likely wipe out your squads. Stay elusive and stay in the game, as they say in Dodgeball.
This means that Mech armies, Eldar Bikes, and Blood Angels are ALL fairly awesome choices when battling Space Wolves.
It also means... Black Templars, Orks (outside of Biker horde), MEq, and static armies will die horribly to the Sons of Fenris.
Remember this... and remember the metagame: Horde < Mech < Elite < Horde. Guess what? SPACE WOLVES ARE ELITE. Bring enough bodies and they will fall. Expect loads of Blood Claw lists as well.
Hurricane dismissed...
"I'll drink a single Pepsi... for each part of the list you've made that I CAN'T defeat with my Chaos list"
The grinning stopped.
Face it people, Space Wolves are perfectly balanced, and i'll tell you how I learned this: my local store has this cost efficent Wolf army, which has so far defeated everyone who has tried to destroy it. Amongst the kill count at the moment is a large Ork army, a Leman Russ horde list, and a Marine list.
I brought a tiny Slaaneshi (i'll be piling on the bile soon enough to wash myself of this sin, Papa) CSM army... and won. Lash + Term Champs with Twin LC? Priceless.
Space Wolves are annoying when compared to Space Marines of any type which have come before them, but one thing which needs to be noted is the fact that they are an ELITE FORCE. Cheap squads deployed to take squads out of the game are better when you play against them - try using Combined Squads to force Wolf Guard to stay still in order to wipe out the horde. Maybe you should also look at some things to draw units away - Lash of Submission on a Blood Claw Pack is fairly effective, no?
Your goal is to keep them at arms reach - if they hit your lines, they'll likely wipe out your squads. Stay elusive and stay in the game, as they say in Dodgeball.
This means that Mech armies, Eldar Bikes, and Blood Angels are ALL fairly awesome choices when battling Space Wolves.
It also means... Black Templars, Orks (outside of Biker horde), MEq, and static armies will die horribly to the Sons of Fenris.
Remember this... and remember the metagame: Horde < Mech < Elite < Horde. Guess what? SPACE WOLVES ARE ELITE. Bring enough bodies and they will fall. Expect loads of Blood Claw lists as well.
Hurricane dismissed...
Saturday, 19 September 2009
ARMY LIST: Warriors of the Storm
Space Wolves Advance Orders are now UP on the Games Workshop website, so I have decided to make up a list in order to test out the list.
When I first looked at the codex, it looked exactly like how everyone else felt it was - Broken beyond Belief. However, then I noticed that actually the codex is only broken INDIVIDUALLY - it requires lots of points to make it effective. Therefore, this is my list.
HQ
Space Wolves can take a maximum of 4 HQ choices - this is from Wolf Lords, Wolf Guard Battle Leaders (which are OLD Captains - 2 wounds etc), Rune Priests (meh. not too bad), and Wolf Priests (THESE are awful.)
I have chosen:
- Njal Stormcaller with Runic Terminator Armour - 270
- Wolf Lord with Saga of the Warrior Born, Terminator Armour, and Two Wolf Claws - 195
Elites
Space Wolves have a lot of options here. Wolf Guard, Dreadnoughts, Venerable Dreadnoughts, Lone Wolves, and Wolf Guard Terminators (as part of WG.) This makes it fairly difficult to pick them - you may want to choose 2 units of Wolf Guard, one for Sergeants and one for actual unit. Logan Grimnir is ungodly for WG - they become Troops only.
- 10 Wolf Guard with 4 Power Weapon/Bolt Pistol, 2 Thunder Hammer/Storm Shield, 2 Power Fist/Bolt Pistol, 2 Twin Wolf Claws, and 1 Terminator Armour - 385
- 5 Wolf Guard Terminators with 1 Thunder Hammer/Storm Shield, 1 Frost Blade/Storm Bolter, 1 Assault Cannon/Power Fist, 1 Power Weapon/Storm Bolter, and 1 Twin Wolf Claws - 250
Troops
These are just basic choices. No sergeants are innately possible. However, I can detach Wolf Guard (any type) and add them to any unit! W00t! Therefore, the Blood Claws will have a Wolf Guard with Twin Wolf Claws, and the Grey Hunters will have a Thunder Hammer/Storm Shield attached.
- 15 Blood Claws with 2 Flamers, and 1 Power Weapon - 240
- 15 Blood Claws with 2 Flamers, and 1 Power Weapon - 240
- 10 Grey Hunters with 1 Plasma Gun, 1 Flamer, 1 Wolf Standard, 1 Power Weapon, and 1 Mark of the Wulfen - 200
Fast Attack
This is simple - Blood Claws with Packs, Blood Claws with Bikes, Land Speeders, Attack Bikes, Wolves, or WOLF CAVALRY. WOLF CAVALRY. I mean, what the hell?
- 5 Skyclaws (Blood Claw Packs) with 1 Mark of the Wulfen and 1 Power Weapon - 120
- 10 Fenrisian Wolves - 80
- 10 Fenrisian Wolves - 80
Heavy Support
This is quite obvious. THERE IS NO SPECIAL LAND RAIDER. You get all the tanks of Codex Space Marines (yes. Redeemers...) as well as Long Fangs...
- 6 Long Fangs including Pack Leader, with 3 Heavy Bolters and 2 Plasma Cannons. Pack Leader has Power Fist - 155
TOTAL POINTS: 2205
TOTAL MODELS: 88
OBJ UNITS: 3 Scoring, 6 Contest, 2 Nothing (Wolves never score/contest)
KILL POINTS: 11
When I first looked at the codex, it looked exactly like how everyone else felt it was - Broken beyond Belief. However, then I noticed that actually the codex is only broken INDIVIDUALLY - it requires lots of points to make it effective. Therefore, this is my list.
HQ
Space Wolves can take a maximum of 4 HQ choices - this is from Wolf Lords, Wolf Guard Battle Leaders (which are OLD Captains - 2 wounds etc), Rune Priests (meh. not too bad), and Wolf Priests (THESE are awful.)
I have chosen:
- Njal Stormcaller with Runic Terminator Armour - 270
- Wolf Lord with Saga of the Warrior Born, Terminator Armour, and Two Wolf Claws - 195
Elites
Space Wolves have a lot of options here. Wolf Guard, Dreadnoughts, Venerable Dreadnoughts, Lone Wolves, and Wolf Guard Terminators (as part of WG.) This makes it fairly difficult to pick them - you may want to choose 2 units of Wolf Guard, one for Sergeants and one for actual unit. Logan Grimnir is ungodly for WG - they become Troops only.
- 10 Wolf Guard with 4 Power Weapon/Bolt Pistol, 2 Thunder Hammer/Storm Shield, 2 Power Fist/Bolt Pistol, 2 Twin Wolf Claws, and 1 Terminator Armour - 385
- 5 Wolf Guard Terminators with 1 Thunder Hammer/Storm Shield, 1 Frost Blade/Storm Bolter, 1 Assault Cannon/Power Fist, 1 Power Weapon/Storm Bolter, and 1 Twin Wolf Claws - 250
Troops
These are just basic choices. No sergeants are innately possible. However, I can detach Wolf Guard (any type) and add them to any unit! W00t! Therefore, the Blood Claws will have a Wolf Guard with Twin Wolf Claws, and the Grey Hunters will have a Thunder Hammer/Storm Shield attached.
- 15 Blood Claws with 2 Flamers, and 1 Power Weapon - 240
- 15 Blood Claws with 2 Flamers, and 1 Power Weapon - 240
- 10 Grey Hunters with 1 Plasma Gun, 1 Flamer, 1 Wolf Standard, 1 Power Weapon, and 1 Mark of the Wulfen - 200
Fast Attack
This is simple - Blood Claws with Packs, Blood Claws with Bikes, Land Speeders, Attack Bikes, Wolves, or WOLF CAVALRY. WOLF CAVALRY. I mean, what the hell?
- 5 Skyclaws (Blood Claw Packs) with 1 Mark of the Wulfen and 1 Power Weapon - 120
- 10 Fenrisian Wolves - 80
- 10 Fenrisian Wolves - 80
Heavy Support
This is quite obvious. THERE IS NO SPECIAL LAND RAIDER. You get all the tanks of Codex Space Marines (yes. Redeemers...) as well as Long Fangs...
- 6 Long Fangs including Pack Leader, with 3 Heavy Bolters and 2 Plasma Cannons. Pack Leader has Power Fist - 155
TOTAL POINTS: 2205
TOTAL MODELS: 88
OBJ UNITS: 3 Scoring, 6 Contest, 2 Nothing (Wolves never score/contest)
KILL POINTS: 11
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