Wednesday, June 5, 2013

Eldar 6th Review

Well I've looked through the new Eldar codex and all I can say is... I told you so :P

To sum up the new codex in a nutshell:
  • The Avatar got buffed :P
  • Farseers got a slightly nerfed but that's ok, just means they're no longer the 'must have' of the army.
  • All other units have been buffed especially Aspect warriors who now no longer need Exarches to have special abilities (But Exarches have some cool new moves too.)
  • Pathfinders are now limited to armies that include Illic Nightspear but that's ok, it was a bit rich how I was milking them anyway.
  • New units: Spiritseer, Wraithblades, Wraithknight, Hemlock Wraithfighter and Crimson Hunter are all quite impressive.
However I will state for the record that I'm not impressed with:

A) Flakk Missiles, they are both cheap (as in added in the last second without even a name change to make them sound Eldar-like, cheap) and in short supply (Of all the missile launcher wielders only Warwalkers and Dark Reaper Exarches may take them) You know that could of least called them something more Eldar like a Starlight Missile and perhaps added the blind rule to bring it in line with the other two missiles: Plasma Missiles and Starshot Missiles.

B) Swooping Hawks, why? Because they're rules don't match the fluff. I am of coarse referring to the Statement of Baharroth being able to down enemy flyers, sure but with the odds of just scoring one hull point of damage being 1/6 you might as well being pissing into the wind.

If I was them I would of made Swooping Hawks able to swoop like a flying monstrous creatures
and launch special vector strikes with the haywire rule. Their grenade packs would then be used to do bombing runs.  But hey too late now and as a unit they are still pretty good.

Finally I could help but notice that some character that would work perfectly with the new rules were missing so just for fun I've made my own fandex supplement to add them in:

Eldar: The Lost Characters

Enjoy.

Thursday, February 7, 2013

Thinking Flyers

There has been two things that have been the craze in my local group since this latest edition came out; how many entertaining combinations one can make with the new allies list and aerial superiority.

So just for the fun of it all I've rehashed two of the Imperial Navy's flyers into the new format (due to the minor changes and the fact that I don't have the Apocalypse book on me at the pressing moment I'm not posting full datasheets, just the changes)

Thunderbolt Fighter:

Give it 3 HP,

Marauder Bomber:

Replace 3 SP with 6 HP,

Give it the Carpet Bomber rule:

Carpet Bomber

a model with this rule can drop up to three bombs in a bombing run instead of just one, each bomb counts as firing a weapon.

Hellstorm bombs: unless playing Apocalypse omitt this option.


Well that's it for now, enjoy.

Monday, December 31, 2012

Updating the Tau

Well happy new year to one and all.

Just updating to Tau to 6th edition, however rather then writing a full fandex I've made a list of amendments and datasheets based on the 4th edition book so you will still need the book to use these lists.

Amendments:

Omit Honour Guard from the Ethereal's entry the new Bond Brothers will forefill that role.

Omit all Kroot and Vespid units; they are now allies and will have their own lists.

Move pathfinders from Fast Attack to Troops.

Add the Barracuda (Apocalypse) to Fast Attack; it has 3 Hull Points.

Datasheets
HQ:
Caste Support
Fire Caste Bond Brothers
Elites:
Earth Caste Engineer
Detachments:
Allied Detachment Kroot
Allied Detachment Vespid

Well I hope you enjoy these amendments.

Saturday, December 8, 2012

I'm back with thoughts to spare

Well I've finally returned to this Maelstrom of battles and after grabbing a copy of 6th edition it's safe to say that (When combined with the 6th edition amendments) the new rules really are quite fun to play... though I've found the challenge rule seems a bit out of place and easy to abuse and Deny the Witch seems illogical for the most part but hey I'll roll with it; after all with the new vehicle rules, flyers, chariots and weapon rules that all seem to work a treat there is very little to complain about really.

Probably the one thing that is most impressive is the new Allied Matrix; I see a massive potentual for expansion in the Allied Detachment field in the form of specialised detachments(One of these specialised detachments included a small army of Grey Knights or perhaps Blood Angels coming in on a Stormraven to claim a critical objective.) In Addition the inclusion of Allied detachments has opened the door for the smaller armies that Games Workshop makes but then tosses them inside larger armies otherwise they would be unplayable; Armies such as the Inquisition, the Harlequins and the Kroot can now stand independent as they meant to be. Since this is my first post in such a long time let me leave you with a little taste of what could be potentually the next mission book installment:

Special Rules: The following Allied detachments have the Critical Mission rule. (Below)

Critical Mission: If objectives markers are used then nominate one objective; if this allied detachment claims that objective it is worth double victory points. If objective markers are not used then this allied detachment gains double victory points for achieving any of the following secondary objectives: First Blood, Line Breaker, Slay the Warlord. However should this allied detachment fail in it's objective or didn't score any of the above secondary objective then the opponent gets three victory points for robbing the objective.

Simplified Examples of specialist allied detachments (Note all of these use the same allied chart as their parent codex, parent codices are treated as battle brothers):

Inquisition: (Parent Codex: Grey Knights)
HQ: Inquisitor or Inquisitor Character
Elites: Assassin
Troops: Henchmen
Fast Attack: Valkyrie Assault Carrier (Codex: Imperial Guard)

Harlequin: (Parent Codex: Eldar)
HQ: Autarch
Troops and Elite: Harlequin troupe
Heavy: a squad of 3-5 Death Jesters and 0-1 Shadowseer

Kroot: (Parent Codex: Tau)
HQ: Kroot Shaper
Troops: Kroot Carnivore Squad (Minus Shaper, Hounds and Krootox)
Fast Attack: a squad of 6-12 Kroot Hounds
Heavy: a squad of 1-3 Krootox riders

Well that's it for now, enjoy.

Friday, December 30, 2011

Gone Renegade

Well well it's been a while In any case on with the show

Most recently I've managed to write up a Lost and Damned fandex, why? Because it looked like it would be fun to do any who here's the link enjoy:

The Lost And the Damned: The Mutant, The Witch, The Heretic

caught between the forces of the Imperium, Chaos and Xenos the armies of the Lost and the Damned fight for their own sense of Independence.

In that sense this Fandex reflects a force that has fallen from the graces of the Imperium but has not quite fallen to Chaos or Xenos. It has none of the discipline of the Imperial Guard nor does it have the firepower. They can have Daemon support but can only attract the lowest of the low. The only the real fuel that feeds their armies is the carnage they bring to the battlefield.

And what a fuel it is; as is true with any rebellion if you give them an inch they will take a mile, as your enemies fall your strength grows, Steeling your resolve, sharpening your wit and even drawing fresh troops and daemons to the battlefield.

But if numbers alone can not win the day then do not fear for they also have powerful allies, specialists and jerry rigged constructs to aid them. A renegade marine squad is a powerful force toughened through independence and very well equipped, Saboteurs ensure that the enemies reserves do not arrive where or when they want them; if they arrive at all and jerry rigs like the innovative Cossack and ungainly Goliath bring firepower to the field.

Special thanks to Sonsoftaurus for helping me with the rules design.

Friday, October 14, 2011

Updates to the Tau Fandex

Tau Fandex has been updated to version 2

Besides a few minor tweeks I've added special characters to the list; Commander Farsight and Commander Shadowsun have been rewritten to fit this new look.

Farsight in particular now instead of a larger bodyguard can field up to two Shas'el Acolytes who in turn can take their own bodyguards in addition to his ability to take a bodyguard; that's right up to three HQ choices in one HQ slot. Also he is now only forbidden from taking Ethereals and Warbands; any army he leads must be purely tau. However all else is now open, It's easy to assume that if the enclave is capable of building their own strongholds they can produce their own supplies.

Monday, August 29, 2011

Tau Fandex

Decided to write up a Tau fandex to bring them up to speed. I'll admit it looks a little alien for the Tau and it hasn't been properly tested but hey chew it as you will.

Tau Fandex

Saturday, August 6, 2011

Sisters of Battle Fandex

I've heard that White Dwarf has the new rules for Sisters of Battle however I thought I'd post up my own little fandex that I've been working on. For fluff and unedited wargear rules see Codex: Witchhunters and Codex: Spacemarines

Ecclesiarchy: Faith and Duty

Wednesday, May 4, 2011

The Landspeeder "Wyvern"

Another one of my conversion projects

LANDSPEEDER WYVERN

Wyvern

Wyvern

Wyvern

Saturday, April 30, 2011

Fighting Where No Terminator Has Fought Before

My Latest and probably my best conversion The Terminator Angelus Armour has finally been mass produced:

Angelus

Angelus

Angelus

Angelus

Angelus

Angelus

Angelus

Designed for atmospheric entry, the Terminator Angelus Squad takes the fight to the enemy before the enemy has even hit the ground. What it lacks in overall strength compared to other terminator types they make up for with speed.

Tuesday, April 26, 2011

6th Edition: Is GW digging a hole or redeeming themselves?

Rumours are that the 6th Edition for Warhammer 40k will be released some time next year. I'm sure a lot of people will moan that it's too soon for another edition others will complain about how their are still codices stuck in 3rd edition or are otherwise broken. some will see it as a waste of money, Quite a few may even quit the hobby altogether.

Quite simple with all the turmoil over the past couple of years and the price hikes Games Workshop is asking an aweful lot to get players to commit themselves to a new edition and it may be seen as corperate grave digging. However if they play their cards right they may actually restore the sinking reputation of their business.

For thoses that remember the 3rd edition release, the book contained not only the rules but some basic codices so that anyone could simply pick up and play. If they think along these lines they may restore WH40k to a playable game and avoid any major backlash.

However, With all the expansions to the rules it would be unlikely that they can fit them all so only the most basic Codices should be included:

Spacemarines
Imperial Guard
Eldar
Orks
Tau
Necrons

These are for the most part only simple rewrites of current rules made to the point of being playable again or to hint what a future proper release would be like.
(I have Omitted Chaos on the basis that they are Spacemarines on the most part)

Another way they could redeem themselves is to release Beta Editions of the core Codices along side the Main Rulebook:

Beta Editions are basic rewrites for the most parts to keep the standard races playable

Beta Editions would be made to sate the customers need for new rules until future editions can be released.

So the question still remains will Games Workshop fix the foundations of their gaming empire or let it collapse on itself? Only time will tell...

Sunday, April 24, 2011

Marines by Candlelight

You've got to love candles they create such an atmosphere around them. Electric candles are double good; that awesome flickering amber and no hassles like naked flames.

Angelus

Master

Brotherhood

Altron

Hero

Brotherhood

Thunderbolt is go

Corsair 'Thunderbolt'
Thunderbolt is Go

Thunderbolt is Go

Thunderbolt is Go

Thunderbolt is Go

Thunderbolt is Go

Thunderbolt is Go

++EDIT++ Now with Markings

Thunderbolt is Go again

Thunderbolt is Go again

Thunderbolt is Go again

Thunderbolt is Go again

Thunderbolt is Go again

Thunderbolt is Go again

Thunderbolt is Go again

Thunderbolt is Go again

Monday, February 28, 2011

Now thinking Vampire Counts

My, my it's been a while...

Once again I'm thinking of rule improvements this time it's in the realm of fantasy or more specifically: Vampires

I've been learning the 8th ed core rules (yeah I know better late then never)

all and all some rules were nerfed (like fear, terror, and a maximum on power dice) and others were boosted like adding mage level to casting and dispelling, most importantly everything is a lot more simpler for faster, more fun gameplay.

so though one can say that Vampire Counts have been nerfed, People were complaining that they were overpowering so it's probably fair in the long run.

any way this is not what this is about...

in my honest opinion Vampire Counts don't feel like vampires just chaos lords with magic.

so I suggest this improvement to the vampire rule:

If a vampire slays an opponent in a challenge the vampire may then recover wounds equal to the overkill bonus this may take the vampire past it's starting wound count.
(reflects them feasting on the rival's corpse before his comrades eyes)

Friday, August 27, 2010

An Autarch

Autarch

Autarch

Autarch

Sunday, August 22, 2010

Vehicles: A Rule I'd Like to See Fixed in 6th

I know it's a couple years early to be talking a about 6th but it is an inevitablity we all must endure so I'm puting my opinion in on what I'd like to see changed.

Namely what should be counted as a defensive weapon on a vehicle.

in previous edition it was strength 5 or less which was fine by my opinion

in the current edition it's now strength 4 or less which is also fine however some weapons become defensive that shouldn't e.g. frag/plasma missiles and vice versa some weapons are no longer defensive that should be e.g. heavy flamers.

I think the following rule would be a better solution:

Rapid Fire and Assault (Edit: and Pintle Mounted) weapons are defensive, Heavy weapons are primary.

quite simple if a standard infantry model could fire the weapon on the move unaided then so can a vehicle.

Saturday, August 21, 2010

The many forms of Wraithlord

Wraithlords are the embodiment of fallen heroes; Exarches, Autarches, Witches, etc of the pass returned to fight for their craftworld again. Each Wraithlord is tailored for that heroes preferred method of fighting.

In total there are 78 different weapon combinations for Wraithlords and over 500 different ways of mounting the weapons, add in conversions and the possiblities are endless.

With so many combinations it can be hard to decide what kind of Wraithlord to make let alone how to model it to capture the style of it's hero's soul.

One way to do it is to select a path to follow and build around that path.

Some of the paths to consider are:

Dire Avenger: Dual: Shuriken Weaponry.

Howling Banshee: Close Combat: Anti-Heavy Infantry and template "screams".

Fire Dragon: Ranged: Heat Weapons and anti-Armour.

Striking Scorpion: Close Combat: Anti-Swarm.

Dark Reaper: Ranged: Missiles and Anti-Heavy Infantry.

Swooping Hawk: Ranged: Lasers and Templates.

Warp Spider: Ranged: Anti-Swarm.

Shining Spear: Dual: Brightlances,Shuriken Weaponry, Wraithswords.

Ranger: Ranged: Single Shot Lasers.

Witch: Dual: Templates and Wraithswords.

Pilot: Ranged: Dual Purpose Combinations.

Autarch: All of the above and any missed.

Wraithlords Young and Old

Tuesday, July 13, 2010

The Future Avatar of Khaine: my thoughts and Triskele Conversion

Once again I'm talking about ways to improve the Avatar... well not so much as improve, more like balancing him with simular creatures i.e. Greater Daemons

As I mentioned before the no brainer is to replace "Molten Body" with "Eternal Warrior"

however I've been doing some math (shock horror!) and I still don't like the odds against simular daemons in close combat.

----------------------------------
*Numbers Alert*

Chance winning a round of close combat:

Bloodthirster > Avatar by 48%

Keeper of Secrets > Avatar by 14%

Lord of Change < Avatar by 5%

Great Unclean One < Avatar by 12%
----------------------------------

that's without factoring who is assaulting, iniative, wounds or abilities

though being beaten narrowly by a Slaanesh greater daemon makes sense (though if the other factors were included the odds quickly stack against the Avatar) being owned by the Bloodthirster by such a margin does not.

so after doing several pages of math I have come up with the following changes to the Avatar:

Stats change: +1A

Additional Rules: "Always hits on a 3+", "Counterattack"

----------------------------------
*Numbers Alert*

Chance winning a round of close combat:

Bloodthirster > Avatar by 25%

Keeper of Secrets < Avatar by 2%

Lord of Change < Avatar by 16%

Great Unclean One < Avatar by 28%
----------------------------------

that's without factoring who is assaulting, iniative, wounds or other abilities


Conclusion

By doing these changes the Avatar; whilst still the under dog will have a fighting chance against the bloodthirster, be roughly on par (if a little under due to iniative) with the Keeper of Secrets and have the edge over non-warrior greater daemons.

This would also provide more entertainment as the winner will not be so clearly defined before the battle begins.


Additional Notes

For thoses who are curious about my math I used this simple group of equations

%Wounds/Attack = 100(Chance of Hit x Chance of Wound x Chance of Armour Fail)

%Wounds/Round = Number of Attacks x %Wounds/Attack

%Win Margin = Attacker 1 (%Wounds/Round) - Attacker 2 (%Wounds/Round)






Banshee Triskele

I'm currently working on another tutorial, this time for the Triskele. I'll post it when it's done however in the meantime to see my progress so far follow this link:

Custodes Eternal: Banshee Triskele Tutorial

Sunday, July 11, 2010

The Future Eldar Codex: My Thoughts Pt 3

Once again I'm thinking... I wonder what qualifications I need to get a job at the big GW?

I've also been thinking Eldar again

more importantly the Avatar

One rule I would drop right of the hammer is the immunity to heat weapons, This isn't warhammer fantasy we don't normally factor in elements with our weapons so this rule should be scrapped.

Instead they should give the Avatar "Eternal Warrior" to be on par with other daemons.

Speaking of daemons I was a little insulted when I read through the greater daemon list and saw that the bloodthirster has a WS of 10 I mean sheesh if I didn't know better I'd say there is a lack of communication between the fluff writers and the rule writers

each greater daemon has it's own aspect of war:

Bloodthirster: Slaughter; large number of high strength attacks.

Keeper of Secrets: Temptation and pain; makes the opponent drop their guard then puts them in a world of hurt.

The Unclean One: Disease and endurance; weaken the opponent whilst taking every hit.

Lord of Change: Magic; Ranged combat, psychic powers,

and

Avatar of Khaine: War Mastery; Skillful strikes and parries, inspiring commander

The bloodthirster has encroached on the Khaine's territory so that is something that needs to be fixed

perhaps always hits on a 3+ can only be hit on a 5+ in close combat regardless of weapon skill? that way Khaine will still keep his war mastery.

Because of his WS this boost is a minor thing and thus combined with Eternal Warrior easily makes up for the loss of his immunity to heat weapons.

Saturday, July 10, 2010

More Purifier Pics

It's got to the stage that I've given up on chapter fluff, trying to work it out is giving me a headache.

Here's some more pics of my repainted chapter

Angelus in the new scheme

Angelus the New Scheme

Scouts the New Look

Scouts the New Look