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.
Saturday, December 8, 2012
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.
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.
Labels:
Fandex
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.
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.
Labels:
Fandex
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