Well, here it is. I almost missed out! Somehow I thought the release date was next weekend, so I missed out on the limited edition sets but manage to pop down to my local secondary retailer and nabbed the last copy of a standard rule book.
First thought is what a weighty tome! 432 pages, 1924g (according to our kitchen scales!) or 37mm (1.5" for those who still use imperial) of hobby goodness. Ripping the cellophane off is not quite as satisfying as tearing open a new boxed set game but you still get a good whiff of newness from the book!
The rules, including the terrain you can purchase, the allies matrix and 6 missions comes to a total of 131 pages leaving the rest of the book devoted to the fluff and hobby information and the index. The game summary at the back seems to be much more rigorous than previous editions, perhaps this is an indication that things have become more complex!
The whole book is now colour, rather than just the hobby section, which is nice and the illustrations are, as normal, of excellent quality. You now also get a handy ribbon marker!
On the whole it looks interesting and I can't wait to read it thoroughly; as it says in the introduction "A new era is coming..." let us hope it's a good one!
Saturday, 30 June 2012
Friday, 29 June 2012
Tales of a Tournament Newbie
So, Blog Wars 3, my first tournament! But not my last, I need to somehow salvage some credit as a gamer! The wooden spoon was not unexpected, but there again not exactly welcome. I went with the aim of having fun, playing some good games with new people and I certainly wasn't diappointed there. I had a fantastic time, even if I did loose every one of my games, and was tabled in the final one. So what happened, where did it all go wrong?!
I thought my army stood a chance a good number of scoring units, my Sternguard being made scoring by my choice of Pedro Kantor as my commander, a couple of HQ units, a hammer in the form of assault terminators and an anvil of a dreadnought/drop pod combination. All this backed up with some fast movers in the form of scout bikes and a landspeeder.
The whole list consisted of:
My cunning master plan was to infiltrate the two scout squads and scoot the bikers forwards with their scout move towards an objective or major threat and then use their locator beacon to ensure that one of my two drop pods, depending on whether I was heading for an objective or threat, would land without scattering. My Landspeeder would zoom up a flank and pick off any artillery or vehicles or harass characters whilst my hammer would be the terminators and commander in the landraider. These would, in theory strike at a weak point or be used to blunt an enemy attack. My tactical squad and scouts would make objective sitting their primary task whilst hopefully providing protection to the Thunderfire that I would use to smash apart horde armies. That was the plan, but as everyone knows no plan ever survives first contact with the enemy!
So game one was against a scout army, should be an easy one, lots of four plus armour, easy to get the KPs! Unless they're being led by Shrike and a squad of Vanguard, and every squad sergeant toting a power fist! The scouts themselves weren't too bad...to begin with...but there were so many of them that eventually I suffered big time! I had some good initial gains, destroying his Whirlwind and a scout squad with sniper rifles, unfortunately this ended up with Kantor being too far from the serious fight that was yet to come. Shrike deep struck into my right flank hitting my thunderfire and scouts collapsing my flank. In the end I killed him for 2KPs, but I also lost Kantor. Overall I lost 5-25, worst score possible.
Second game was against the great devourer. The good news was I had played Ken's nid army at this mission in a warm up game. I'd lost, but that had taught me some important points. Even though this mission was about holding table quarters I had learned that deploying forwards was not such a good plan! Unfortunately my opponent knew how to get the best out of his army and even though I felt I did better than in my warm up match I still struggled. The Doom of Malantai is hard! But I did manage to kill it, eventually! And there was a comedy moment as he charged my land raider with his carnifex which was then counter charged and killed by a loan scout! But another bad loss and I was on my way to the bottom table.
My final game was against our very own Ginge and his Guard, wonderfully converted and characterful and hopefully ready to be turned to mincemeat, especially by my Thunderfire. Unfortunately this was not to be the case. Dawn of War saw me having to bring my TF on as reserves and before it could even fire a single shot it was taken out by the massed heavy weapons of Ginge's infantry. My scout bikes roared in from my left flank and ended up being tied up in combat for far, far too long, 6 rounds where I could only kill 3 guardsmen! Things went from bad to worse with some horrific dice rolls, never before have a I seen so many ones and twos, and a major error in leaving my hammer unit exposed to a charge from Ginge's Rough Riders. And damn Marbo Fett and his demo charge! I so nearly had the central objective with my drop podded in Sternguard/Kantor combo but for him. The end result was an embarrassing tabling and the wooden spoon.
So I'm looking forwads to next time and I think a change of army is called for, perhaps the Sons of Russ if I can paint them in time...I have my eye on you Ginge, honour must be served!
I thought my army stood a chance a good number of scoring units, my Sternguard being made scoring by my choice of Pedro Kantor as my commander, a couple of HQ units, a hammer in the form of assault terminators and an anvil of a dreadnought/drop pod combination. All this backed up with some fast movers in the form of scout bikes and a landspeeder.
My army designed to represent a crusading force of Imperial fist successors based on a core from a chapter of my own led by Kantor and some CF supported by a few BTs. |
The whole list consisted of:
HQ
Pedro Kantor
Space Marine Captain; Combi Melta, Power sword
Elites
Terminator Assult Squad (5 man)
Land Raider Crusader; MM
Dreadnought; Multimelta, Power Fist & SB
Drop Pod
Sterguard Squad (5 man); Power fist
Drop Pod; Deathwind
Troops
Tactical Squad (10 man); Lascannon, Meltagun
Scout squad (5 man); Sniper Rifles (4); ML; Cammo cloaks
Scout squad (5 man); Shotguns (3) HB, Bolt Pistol & CCW
Heavy Support
Thunderfire Cannon
Fast Attack
Landspeeder; MM, HB
Scout Bike Squad (3 man); GL, Locator Beacon
My cunning master plan was to infiltrate the two scout squads and scoot the bikers forwards with their scout move towards an objective or major threat and then use their locator beacon to ensure that one of my two drop pods, depending on whether I was heading for an objective or threat, would land without scattering. My Landspeeder would zoom up a flank and pick off any artillery or vehicles or harass characters whilst my hammer would be the terminators and commander in the landraider. These would, in theory strike at a weak point or be used to blunt an enemy attack. My tactical squad and scouts would make objective sitting their primary task whilst hopefully providing protection to the Thunderfire that I would use to smash apart horde armies. That was the plan, but as everyone knows no plan ever survives first contact with the enemy!
Ian King's (Buckaroo Mathammer) scout army. |
Grazer's (Claws and Fists) 'Nids. |
Ginge's oh so nasty foot slogging Guard. |
So I'm looking forwads to next time and I think a change of army is called for, perhaps the Sons of Russ if I can paint them in time...I have my eye on you Ginge, honour must be served!
Thursday, 28 June 2012
Allies in 6th edition
One of the huge changes to the game for 6th edition will be the inclusion of rules for allies in normal games (in the grim darkness of the far future, there are only hugs :-P), while the internets have been all a flutter with this potentially breaking the game and making some armies unstoppable with the combination of special rules and units available.
I am slightly more optimistic though, while sooner (rather then later) powerful and nasty combinations are bound to get out and be abused, due to the ever evolving nature of the online community, these lists will spread like wildfire, then be demolished by the next abusive list or countered through tactics and rewritten army lists. On the other hand, there are some people looking at this in another light, looking for that something extra special to add to their fluffy armies, or their themed armies. Such as my Halo themed space wolf army. This was a 500 point force for a doubles tournament and I had a great time painting and converting the models and was really pleased with the result.
However with the two squads of Grey Hunters, long fangs and Razorbacks, I was swiftly running out of options for expanding the force while sticking to the original theme. With the inclusion of allies, this ceases to be an issue. I could expand this force to 1750 for taking to blog wars 5 (I'm hoping this will happen :-P) or up to 2000, using Guard or vanilla marines and selecting units that are similar to their Halo equivalent. All these projects could see themselves increased to full army status.
What do you guys think, will allies be a good or bad thing for the game?
I am slightly more optimistic though, while sooner (rather then later) powerful and nasty combinations are bound to get out and be abused, due to the ever evolving nature of the online community, these lists will spread like wildfire, then be demolished by the next abusive list or countered through tactics and rewritten army lists. On the other hand, there are some people looking at this in another light, looking for that something extra special to add to their fluffy armies, or their themed armies. Such as my Halo themed space wolf army. This was a 500 point force for a doubles tournament and I had a great time painting and converting the models and was really pleased with the result.
What do you guys think, will allies be a good or bad thing for the game?
Friday, 22 June 2012
6th Edition Preorders are up
As stated in the title preorders for 6th edition warhammer 40K are now available on the uk website. Just placed my order for the special edition and a set of psychic cards. Can't wait!!
Tuesday, 19 June 2012
6th Edition More info
The latest 6th edition rumours floating around the internet are as follows:
Hull points: vehicles now have hull points and will be destroyed after losing so many hull points regardless of wrecked or destroyed results. this probably makes landraiders slightly better value for money as they are less likely to be glanced to death by secondary weapons then their rhino counter parts.
Allies are in: With a shiny new chart (this could be the one used for the throne of skulls doubles tournament) indicating the level of co-operation between factions allowing you to take a second FOC from another faction. I'm quite interested in this, as rather then looking at it as a way create an all powerful army of the beardiest possible combination (as well as the fact that with GK being the strongest army, no other army does anything that they can't already do, generally better and for less points), I'm thinking this opens up all sorts of possibilities for theme armies, such as in Ginges previous post. Where the typical wall you hit with these is suitable models and rules to fit in with your theme. This type of system could open up a whole avenue of possible themes.
Fortifications: Now you can by a fortification slot? hmm, not sure how this would fit in with some armies, I for one can't see my tyranids having much use for a fortress of redemption. Though a spawning pool would be nice
Close combat weapons AP: Pretty self explanatory. I'm glad this is going to be included, as it does represent a large part of the game. I just hope it doesn't widen the power gap between marines and other armies. We shall see though.
All of this should still be taken with a pinch of salt, as it is all completely out of context with the rest of the rules so to look at any potential impact of these statements taken in isolation of the rest of the rules would be fruitless.
What do you guys think?
Hull points: vehicles now have hull points and will be destroyed after losing so many hull points regardless of wrecked or destroyed results. this probably makes landraiders slightly better value for money as they are less likely to be glanced to death by secondary weapons then their rhino counter parts.
Allies are in: With a shiny new chart (this could be the one used for the throne of skulls doubles tournament) indicating the level of co-operation between factions allowing you to take a second FOC from another faction. I'm quite interested in this, as rather then looking at it as a way create an all powerful army of the beardiest possible combination (as well as the fact that with GK being the strongest army, no other army does anything that they can't already do, generally better and for less points), I'm thinking this opens up all sorts of possibilities for theme armies, such as in Ginges previous post. Where the typical wall you hit with these is suitable models and rules to fit in with your theme. This type of system could open up a whole avenue of possible themes.
Fortifications: Now you can by a fortification slot? hmm, not sure how this would fit in with some armies, I for one can't see my tyranids having much use for a fortress of redemption. Though a spawning pool would be nice
Close combat weapons AP: Pretty self explanatory. I'm glad this is going to be included, as it does represent a large part of the game. I just hope it doesn't widen the power gap between marines and other armies. We shall see though.
All of this should still be taken with a pinch of salt, as it is all completely out of context with the rest of the rules so to look at any potential impact of these statements taken in isolation of the rest of the rules would be fruitless.
What do you guys think?
Saturday, 16 June 2012
A Fond Farewell To Fifth Edition
Everyone of course is rattling on about the upcoming sixth edition, and I am of course eager to see what is in store. I am hopeful that the little annoyances of fifth edition go away (cough, Grey Knights, ahem) but that we still keep a fun game system. I am also eager to see where the story advances, as I find the whole Time of Ending thing to be fascinating.
However, this is not to say that I have not loved fifth edition. I can barely remember third edition, so can only really compare fourth and fifth. I never liked kill points, I thought they were just dumbing down so that people wouldn't have to work out what a half strength unit of 135 points was worth. I hated those games where I would annihalate my opponent, leaving him with a solitary marine and yet somehow he'd win, as he'd picked off more minor (supposedly expendable) guardsmen squads than he had in his entire army. But on the whole I tought fifth was an improvement, and moved the game forwards. Before all the wound allocation shenanigans came in and soiled it a little I thought wound allocation was a good system. No longer would the sergeant with power fist and trooper with meltagun just coincidentally "happen" to be the last guys to die. You could still help keep them alive longer by allocating on other targets, but random chance could take a dump on that guy and there was nothing you could do but try to minimise the odds. I liked that.
So what next? Well with 3k of Orks and planning to paint more, and a stupid amount of Guard, I have no doubt I will adapt my game to whatever 6th edition throws at us. But that only works for my core stuff... there are some special projects that I doubt will ever see the light of day again. Namely, armies/forces that have been specifically designed and built with 5th in mind. Mainly, I am talking about my Winds of War projects.
I have been attending Winds of War for the past few years and have always tried to take something special. It may not be all that competitive, with fluff as the driving force behind the design, but it has been a legal combat patrol force and it has been fun.
But what will sixth bring? Will combat patrol even exist as a concept? Will it be in the same format? As codexes get updated to match 6th, the units I previously had at 500 points may now exceed it... or perhaps not meet the total... they may even move to a different FOS, rendering the army illegal.
So to bid farewell to these forces that may not see the light of day, I make this post. In it is a gallery of the forces I have taken to various Winds of War events (and an Escalation evnt to boot) The 2000 point force probably has enough in it to be able to enter 1750 point events in the future despite what 6th brings, but I doubt the combat patrols will make it off the display shelf.
Farewell fair friends. You have provided me much entertainment, and hours of talking points.
My First Crazy Project... |
So what next? Well with 3k of Orks and planning to paint more, and a stupid amount of Guard, I have no doubt I will adapt my game to whatever 6th edition throws at us. But that only works for my core stuff... there are some special projects that I doubt will ever see the light of day again. Namely, armies/forces that have been specifically designed and built with 5th in mind. Mainly, I am talking about my Winds of War projects.
I have been attending Winds of War for the past few years and have always tried to take something special. It may not be all that competitive, with fluff as the driving force behind the design, but it has been a legal combat patrol force and it has been fun.
But what will sixth bring? Will combat patrol even exist as a concept? Will it be in the same format? As codexes get updated to match 6th, the units I previously had at 500 points may now exceed it... or perhaps not meet the total... they may even move to a different FOS, rendering the army illegal.
So to bid farewell to these forces that may not see the light of day, I make this post. In it is a gallery of the forces I have taken to various Winds of War events (and an Escalation evnt to boot) The 2000 point force probably has enough in it to be able to enter 1750 point events in the future despite what 6th brings, but I doubt the combat patrols will make it off the display shelf.
Escalation Army |
Marbo Fett |
Halo Marines In Action |
Kens Halo Army |
Penal Legion - aka Captured Rebel Scum |
Whatta ya hear Starbuck? |
Marines, we are leaving! |
Get away from her you Bitch! |
Are you alive? |
Friday, 15 June 2012
6th edition release further details
Just been to pick up a storm talon at the local GW, and got handed the card in the picture. Also managed to get a few details on the date shown on the card. Apparently the white dwarf on the 23rd will be selling for £5, which is more then normal, but will contain either a dark angel or (heavily hinted) chaos marine. The store will be running a speed painting competition on these days. With the 6th edition rulebook available to view on this date.
preorders will be taken on this date with orders shipping the following weekend. It was also hinted that the starter box would be available from the weekend following the 23rd.
Exciting times.
Wednesday, 13 June 2012
6th Edition rumour mill
With Warhammer 40K 6th edition fast approaching the rumour mill is starting to enter full swing, people wondering if they will ever stand a chance against grey knights or if their armies will continue to languish under the might of the space marines.
Rumours are copied from Imperious Dominatus
From Darnok on Warseer
AP are on ccw but he says power weapons are ap 2, not 3.
Marines are going to be the obvious benefactor of this, most xenos armies are going to take a bit of a pounding, biggest loser here will be genestealers going up against other assault units.
When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
What about fleeting units? bikes can normally charge 18" now....
It's move assault then shooting now!
This is going to have a huge impact on the game, Elite squads like Purifiers able to mow down opponents in combat then shot psycannons and storm bolters at another unit, nasty.
Fnp is 5+. Master crafted ccw give you a 5+ invuln save
FNP is a bit of a nerf to Sanguinary priests (who were a bit OP anyway) and Tervigons with catalyst, don't know about master crafted weapons giving a 5++ though?
When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
Fast vehicles just became a lot more valuable then
A unit can't claim a object while inside a vehicle.
Makes sense
There's new kinds of instance death. If your say strengh 8 vs a space marine captain toughness 4
you only do 2 wounds! Strengh (9?) or more would do 3 wounds & kill him.
Or could be an additional wound for every point of strength over the double toughness, This makes the Doom of Malantai much more valuable, if he can survive a krak missile
In kill point missions you get kill points based on what the units points cost, so for example a
landraider would be worth 5 kill points & a unit of marines 3pts.
Why not just go back to victory points, this seems to be for every 50 points or part of, which means a guard squad is worth 1, a guard squad with a meltagun is worth 2. Needlessly complicated.
hat wrote:
I mistyped re: the cover saves. Ruins are 4+, the vast majority of stuff is 5+
Fully expected cover to get worse, makes vemonthropes, KFF, and other cover save generators more valuable
I did not mistype WS1 for moving vehicles, they are not WS10 if they moved - flyers might be different; not sure.
The ability to hit vehicles in combat a bit easier would be good for Tyranids, most other armies rely on shooting
Preferred Enemy change of reroll 1's to wound is in addition to current rules for Preferred Enemy
Templars, Necrons, and tyranids benefit from this one
Flyers are noted in the BRB changing some of the existing vehicles (Summary sheet in the back)
Eldar Flyer, Void Raven and Tau I believe are in the same wave.
A Tau model, N'ah I don't believe it :-P
Darnok just posted these on Warseer:
Warhammer 40,000: Rulebook, £45 wrote:
There is no time for peace. No respite. No forgiveness.
There is only WAR.
In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.
Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever.
It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...
The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill.
With 440 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.
Warhammer 40,000: Psychic Powers, £8 wrote:
One of the many exciting features of Warhammer 40,000 is Psychic devastation, where Psykers wreak havoc on the battlefield. Psychic Powers is the complete set of Psychic cards, which be used in conjunction with Psychic Disciplines. They make a great accessory to your tabletop games.
This set contains 35 large-format cards and come stored in a plastic fan-opening case, which bears the Aquila. There are 7 cards for each Psychic Discipline, each of which is represented by distinct artwork. There is also an instruction leaflet that classifies which powers can be used by the main Psykers in the Warhammer 40,000 universe.
Darnok wrote:
There are also "Munitorum Templates" (£12, designed with a metal effect look), "Munitorum Tape Measure" (£10, looking like a Servoskull) and "Munitorum Dice" (£10, while stocks last).
On advance order on 23th, available from 30th of June.
hat wrote:
More Info (unsure if others have mentioned it however)
Plastic Plaguebearers & Nurglings, Finecast Blue Scribes in August (amongst what Im presuming is that metal daemons will be released with Finecast Versions.)
Finecast will replace all metal models in the next year (unsure if that means specialist)
6th ed - a few morsels
Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6
This is going to hurt assault armies pretty badly, a short run of bad luck could prove extremely crippling with a large portion of the army being stranded in the open failing to reach the enemy. Ouch
Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.
Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...
Vehicles cannot contest (unsure if scoring units in transports can
6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)
Troops are the only ones that can score (including of course 'scoring units')
5+ Cover save for most things including ruins.
Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)
Sounds like it could be good for a laugh
Percentages are *not* in
Phew.
Wound Allocation is closest to furthest.
This could take ages to work out, especially if you have 2 slightly staggered units facing each other, would you have to work out each models shots individually....
Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules
Necron lords with mindshackle scarabs would get pretty beastly in combat with this rule. Declare a challenge and watch the enemy IC kill himself, nice
Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)
Not for Templars though.. Boo
Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.
Huge benefit to Grey hunters, not really a nerf to grey knights, but a slight equaliser, makes a foot guard army able to lay down a huge amount of lasgun fire (even flashlights in a big enough quantity can be deadly
Jump Infantry get a free strike at I10 when they charge into combat
Would have thought monstrous creatures would get similar impact hits, as much as I think having an assualt marine land on me would hurt, i think being trampled by a carnifex would hurt more.
Psychic Power Decks using a dice system similar to Fantasy.
Flyers are in.
FNP drops to 5+ Save.
I'm calling it now - Infantryhammer
Kroothawk wrote:
More extensive overview by stickmonkey (maybe you should edit the thread title to "Release schedule rumours"):
Rumored Daemon wave:
Plague bearers (5x box) Plastic. Priced as pink horrors
Furies (5x box) plastic. Priced as de scourges
Blue scribes (finecast)
Herald of nurgle (finecast)
Maybe a little surprise here too...
Plastic GDs are done, rumored to have pieces to build named GD as variants ( though not expected til 2013)
Rumored flyer wave:
De bomber
Eldar fighter
Tau fighter
(go look at relevant thread for details)
Rumored box set contents:
Marines
Chaos
( go look at relevant thread for details)
Rumored next Codex:
Chaos Space Marines
( go look at relevant thread for details)
Rumored July release:
6th Ed hard back
6th Ed special edition
Limited templates, game aids, and what not for 6th edition...
( go look at relevant thread for details)
(...)
(On Deffcoptas)
They are a little bulkier, but not that much bigger. A few pilot options, and some (I think 2) grot hangers on. And some other flavor bits. Like all ork kits you can go to town with making it unique. It's 1 full sprue per Kotpa. To do 3 per box would mean the rhino size box.
Tuesday, 12 June 2012
Blog wars 4
So Alex of From the Fang has put up the date for Blog wars 4, I shall of course be attempting to attend the fourth blog wars as well. I think JC would like to attend this one as well, despite neither of us doing particularly well at blog wars 3, I had an absolutely fantastic time so would love to attend No 4.
So the date for BW4 is the 14/10/12, the only danger of this date is that it may clash with Braknell Forest Gamers escalation tournament, though hopefully this won't be the case.
So the question then becomes what army to take?
My Tyranids were ready just in time for BW3, I mean literally the morning of the tournament. So they are a potential entry into BW4, although I think I will need to mix up the army list slightly to make them slightly more effective.
So the question then becomes what army to take?
My Tyranids were ready just in time for BW3, I mean literally the morning of the tournament. So they are a potential entry into BW4, although I think I will need to mix up the army list slightly to make them slightly more effective.
My Tyranid BW3
Another alternative is to take my Tau force, they did pretty well at BW1 coming third overall. Although I would like to change the army composition significantly for the next iteration of the army which could come at significant expense to myself and given my upcoming wedding, it isn't likely to happen.
My Tau Army at blog wars 1
My third and final option would be to take my Templars these would need to be dusted off before being used for gaming, the models are actually quite dusty, I would also need to spend a bit of time painting up some new models, although this would take time rather then expense as I have stacks of space marine models to build and paint.
It also remains to be seen how these armies will operate under the 6th edition ruleset (not that it really makes a difference to my final choice unless a force becomes pretty much unplayable). I'm currently leaning towards the Templars though as it would be nice to take a third army to blog wars.
Decisions Decisions......
Monday, 11 June 2012
Dropzone Commander Preorder
With my intention to start playing Dropzone Commander as soon as possible, I have placed a pre-order for some of the starter faction army deals and the core rulebook.
The first faction I have placed a pre-order for is the PHR, this will form the basis of my future main army. The army deal consists of 3 x medium dropships, 2 x Ares battle walkers, 2 x Phobos battle walkers, 2 x APC and 4 x troop stands.
The second faction I went for was the UCM, both Ginge and Jon have shown an interest in this faction so it should be fairly easy to twist their arms into a game :-P. This army deal contains the following units, 3 x medium dropships, 3 x main battle tanks, 3 x AA tanks, 2 x APC and 6 x troop stands.
I have also ordered a few of the PHR Athena interceptors, partly because this is an absolutely gorgeous looking model, also, I have a feeling that interceptors will add a separate dimension to the rules then if playing with solely dropships and ground units. This does however remain to be seen.
I can't wait for this game. If anyone has any information on the way the game plays or initial impressions, please feel free to share.
Sunday, 10 June 2012
Painting Scores
Scotchjon has had the rather good idea of keeping painting scores on the blog so we can track the progress of our armies, in a pseudo-competitive way. So I shall be using the scoring system that he currently implements for his own blog with a couple of minor differences.
Infantry / Infantry Base - 1 Point
Large Infantry / Cavalry / Bikes - 2 Points
Monster / Dreadnought - 5 Points
Large Monster / Vehicle -10 Points
Super-heavy Vehicle / Gigantic Monster - 20 Points
I shall be adding points scores to a gadget in the near future, this shall include the year to date total as well (so quite a few for my Tyranids thus far :-P) and I shall reset the scores every year. I'll also update the points values with the Dropzone commander model types when I see how they compare to GW figures.
Dropzone Commander
As I mentioned in an earlier post I have been looking at games to expand to other then 40K, one of the games I have settled on is Dropzone Commander by Hawk wargames. This is partly because the models look awesome and also because dropships.. big robot mech walkers...tanks....fighters... I'm there, this sort of game seems right up my street. I confess to having absolutely no idea as to how the game will play, hopefully it'll be as entertaining as it looks in the pictures.
So onto the armies / factions:
The Scourge:
In the not so grim darkness, of the non too distant future, the largest threat to ever face mankind is the tyranid menace sorry, the scourge. Basically parasitic life forms, that embed themselves into another life form taking over control of their victim. Their military strategy is to get close and win, or die trying. Seems life is cheap for the scourge. probably because it's someone else's.
Although this seems to have served them well as in the background they have taken over Earth and all the central colonies. So if i had to liken them to a 40K army it would be tyranids. They look pretty cool, however they aren't my favourite faction, solely based on the look of the models. I prefer the aesthetics of some of the other factions.
The Shaltari:
The Shaltari seem to be the equivalent of the Eldar in dropzone commander. With the most advanced technology of all the factions, the Shaltari use transporter technology as opposed to crudely attaching vehicles to dropships.
They have some super cool looking vehicles like the Jaguar (right) and their actual dropships look fairly cool as well. This would be my second army should I enjoy the game and decide to invest more money into it.
The United Colonies of Mankind are what is left of humanity after the Scourge has taken over Earth and the cradle worlds. They have been geared for mass production of war machines and weapons. In a state of war since it's inception 150 years ago. With it's ongoing mission to recapture Earth, the UCM has become a military state. The UCM is probably the Imperial guard equivalent. Where the human weakness is made up for through weight of numbers and simple but effective firepower. This is Jons preference for his forces.
Which leads us to..
The 'superhuman' faction of Dropzone commander, these are humans that left the core worlds before the scourge invasion, labelled as rebels by their human counterparts. They have returned, with advanced weapons and technology. Though they don't have the numbers of the UCM they are more then a match for them on a 1 vs 1 basis.
From a model point of view, they look absolutely superb. I love the look of their, fighters dropships and mech walkers. So this is going to be my initial force when starting out in the world of dropzone commander. I for one can't wait till the 23rd of July for the release of the game.
Images are used without permission from Hawk wargames :-P
Saturday, 9 June 2012
6th Edition Teaser Trailer
Gamesworkshop have released a teaser trailer for 6th edition:
From the date shown, I would imagine that this is the preorder date with copies arriving instore or delivered to customers on or around the 7th July.
I can't wait for this, will my hopes for 6th edition be realised or dashed. Will Land raiders finally have a place in my armies again, will my tyranids be able to last for a few turns in combat without losing loads of gaunts to fearless wounds?
Looks like we are going to find out soon enough..
Friday, 8 June 2012
Shiny New Start
With my ever expanding 40K armies and intention to start new games in the none to distant future, I thought it would be better to start a fresh with blogging, this time with new authors to give additional content and a broader point of view. As most of the authors already have their own individual blogs, I considered it more appropriate to start an entirely new endeavour.
Thus 'Insane Heroism' has been born.
I go by the handle Firewasp with my existing blog www.ignatum.blogspot.com, my armies are Black templars, Tyranids and Tau. Hopefully together with Scotchjon, Noveltyboy and JC we will be able to provide lots of content about a broad range of subjects in the near future.
With 40K 6th edition being release on the 7th of July (apparently) and Hawk wargames releasing dropzone commander (eventually, maybe) both of which I intend to pick-up, it should be interesting times ahead for wargamers.
Stick around, there should more to come in the future.
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