Not entirely sure what 'm bringing... Probably NOT my Wolves or Eldar yet... So DA or Fleshtearers (BA)... Guessing that jump troopers or Terminators... Now that Terminators are not as vulnerable to Power Weapons, having my Deathwing might be REALLY powerful. And the FnP from the Medic on the Command squad gets better...
So, Fleshtearers as a Drop force....
Librarian (Jump Pack)
Death Company (9 DC, 2 w PF/Bolter, Lemartes, Jump Packs)
DC DN (Claws of Eternal CC? Maybe)
Drop Pod w/Beacon
Vanguard Vets (Jump Packs, 2 PF, 3 PW)
Scout Squad (10, 9 Snipers, 1 ML, SGT w/ PF)
Sangunary Priest (Jump Pack)
DN (Rifleman)
Drop Pod w/Beacon
Not too coherent, but might be fun...
Still wrapping my head around a lot of the rules and changes, so keeping it simple. I think I will be heading to Wolves/Eldar... I think the Eldar will be pretty interesting...
Mostly X-Wing... Some real life/job stuff here and there... Oh, and motorcycles too!
Sunday, July 1, 2012
Wednesday, June 27, 2012
So, 6th is almost here...
One of the best summaries I've found is here:
http://www.thehogsofwar.com/2012/06/warhammer-40k-6th-edition-rules-summary.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+TheHogsOfWar+%28The+Hogs+of+War%29
So far it is looking like a lot of my armies are set to get better in many ways... For instance my Fleshtearers I have played as a Jump heavy "Berserker" force with Death Company. Rage is now +2 attacks on the charge, Jump troopers now have the same 2d6 everyone else does for Assaults, so a huge potential threat range... Both Eldar and Marine snipers get better, but Pathfinders are going to be insane. The "To Hit" roll of a 6 means the sniper shoots the target of his or her choice, and the Pathfinder will be hitting at AP 1...
And that segues into my main concern. I do think that there will be some potential issues with some of the codexes, especially the 4th edition ones. Now, a bunch of major FAQ/Online PDF's changes could very easily mitigate this and make is a non issue. But there are a few things that because they were written for a VERY different system that might cause problems in the current one. Specifically the Eldar Runes/Ghost Helms and Long Rifles are the ones that I immediately thought of. The giant "Screw You Enemy Wizard... I mean 'Psycher'" that the runes of defense causing the 3d6 rolls for all Psy powers is going to remain really powerful, until the rules change through FAQ or a new codex. The rules for the Rangers/Pathfinders and their interaction with the new "Sniper" rules might make it a bit overpowered in the near term...
I think my other major point of concern is the Allies stuff, combined with the potential 2nd FOC at 2000 points. Now, I'm not going to say much about allies because I have not seen the actual rules and restrictions as of now... My hope is that it will be "neat" but not brokenly over powered... My fear is that it will become a crutch to make even more silly broken combos. The FOC thing is going to be a concern for big games more, unless of course the "standard game" goes to 2000+ points... The first major thing might be something like the GK book with the potential for lots of the cheap HQ options and IC's... Not worried... Yet :-)
http://www.thehogsofwar.com/2012/06/warhammer-40k-6th-edition-rules-summary.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+TheHogsOfWar+%28The+Hogs+of+War%29
So far it is looking like a lot of my armies are set to get better in many ways... For instance my Fleshtearers I have played as a Jump heavy "Berserker" force with Death Company. Rage is now +2 attacks on the charge, Jump troopers now have the same 2d6 everyone else does for Assaults, so a huge potential threat range... Both Eldar and Marine snipers get better, but Pathfinders are going to be insane. The "To Hit" roll of a 6 means the sniper shoots the target of his or her choice, and the Pathfinder will be hitting at AP 1...
And that segues into my main concern. I do think that there will be some potential issues with some of the codexes, especially the 4th edition ones. Now, a bunch of major FAQ/Online PDF's changes could very easily mitigate this and make is a non issue. But there are a few things that because they were written for a VERY different system that might cause problems in the current one. Specifically the Eldar Runes/Ghost Helms and Long Rifles are the ones that I immediately thought of. The giant "Screw You Enemy Wizard... I mean 'Psycher'" that the runes of defense causing the 3d6 rolls for all Psy powers is going to remain really powerful, until the rules change through FAQ or a new codex. The rules for the Rangers/Pathfinders and their interaction with the new "Sniper" rules might make it a bit overpowered in the near term...
I think my other major point of concern is the Allies stuff, combined with the potential 2nd FOC at 2000 points. Now, I'm not going to say much about allies because I have not seen the actual rules and restrictions as of now... My hope is that it will be "neat" but not brokenly over powered... My fear is that it will become a crutch to make even more silly broken combos. The FOC thing is going to be a concern for big games more, unless of course the "standard game" goes to 2000+ points... The first major thing might be something like the GK book with the potential for lots of the cheap HQ options and IC's... Not worried... Yet :-)
Monday, June 25, 2012
New book incoming...
Well, pre-ordered the Warhammer 40K 6th edition book from the Gopher... (20% off for pre-order/pay, so as good as online sites, with added bonus of supporting the store I game in... Wasn't sure they were doing this, but Bill was quite helpful :-) Making that last minute sale... Guessing we'll see what really changes. Rumors and early info are all looking pretty darn good. Sounding like we'll be hitting 2000 points for a normal game. My Eldar might even make a resurgence...
My fun and games with the Squats I think will be tabled for the moment. If Mantic does the kick starter thing for their Sci Fi game, perhaps I'll kick in for some of the Space Dwarves... Then I'll make some Airships for fighter-bombers... May well make some of the "Space 1899" ones for my IG in any case, just too amusing to have the Praetorians on those things...
My fun and games with the Squats I think will be tabled for the moment. If Mantic does the kick starter thing for their Sci Fi game, perhaps I'll kick in for some of the Space Dwarves... Then I'll make some Airships for fighter-bombers... May well make some of the "Space 1899" ones for my IG in any case, just too amusing to have the Praetorians on those things...
Sunday, June 10, 2012
More Squat (Ork) madness...
So, not at all sure that I will be able to bring a second "Battlewagon"... I DO have the second MK I Land Raider (Spartan) dusted off, and since it looks like I'll be trucking it in rather than riding the old Silverwing I'll certainly HAVE the room to do so... So, maybe...
Warlord (War Boss) w/Mega Armor, Cybork, Attack Squig... So, the ancient Exo Armor..
Exo Armor suits (5 Meganobz, Troops)
Battlewagon (Roller, red, armor, claw, plank and riggers, 1 big shooter)
Engineer (Mek, force field)
DN (Deff Dread 2 rocket launchers, Troops)
The Boys (Boyz, 30 w/ 3 RL's one on Nob w/ PF)
Thunderers (Lootas, 12)
RT DN's (3 Killa Kans, RL's/DN CCW)
War Bikers 5, 1 Nob w/ PF)
Thunderers (Tankbustas, 5)
So, a moving "blob" kind of... The boys will envelop the tank bustas and protect the flanks of the Battlewagon. The Kans and DN will move with them to take advantage of the force field. The Thunderers will occupy terrain and stand still shooting... Maybe this time they will even get some shots in the first 3 turns... Bikes probably reserve or run a flank as light Cav... So, subtle :-)
The other option is a second Battlewagon, drop the Boys to 20 to let them ride... Give up the Tankbustas, and that's about it... Thinking the tankbustas are going to be pretty worthless, so could swap burnas in maybe for the same point cost... Flame Throwers or Rockets at BS 2... So, 3 options I guess... The 2 Battlewagons with the DNs escorting could be a REALLY devastating thing to the locals who are not used to AV 14 transports...
Dunno, but it is amusing seeing the horde of Space Dwarves and RT era DNs hitting the table...
Warlord (War Boss) w/Mega Armor, Cybork, Attack Squig... So, the ancient Exo Armor..
Exo Armor suits (5 Meganobz, Troops)
Battlewagon (Roller, red, armor, claw, plank and riggers, 1 big shooter)
Engineer (Mek, force field)
DN (Deff Dread 2 rocket launchers, Troops)
The Boys (Boyz, 30 w/ 3 RL's one on Nob w/ PF)
Thunderers (Lootas, 12)
RT DN's (3 Killa Kans, RL's/DN CCW)
War Bikers 5, 1 Nob w/ PF)
Thunderers (Tankbustas, 5)
So, a moving "blob" kind of... The boys will envelop the tank bustas and protect the flanks of the Battlewagon. The Kans and DN will move with them to take advantage of the force field. The Thunderers will occupy terrain and stand still shooting... Maybe this time they will even get some shots in the first 3 turns... Bikes probably reserve or run a flank as light Cav... So, subtle :-)
The other option is a second Battlewagon, drop the Boys to 20 to let them ride... Give up the Tankbustas, and that's about it... Thinking the tankbustas are going to be pretty worthless, so could swap burnas in maybe for the same point cost... Flame Throwers or Rockets at BS 2... So, 3 options I guess... The 2 Battlewagons with the DNs escorting could be a REALLY devastating thing to the locals who are not used to AV 14 transports...
Dunno, but it is amusing seeing the horde of Space Dwarves and RT era DNs hitting the table...
Friday, June 8, 2012
6th in 2 weeks?
Well, from the GW teaser it is looking very much like the 6th ed will be hitting/be announced officially/opened for pre-order on the 23rd of this month... Maybe. Seems a really shitty way to announce your flagship product, and it really hurts the independent retailers many of whom might well still have 5th ed rule books on the shelves... Guessing they will be eating that cost, but I honestly do not know... The AoBR boxes are probably still selling for the minis inside alone... Maybe the 6th ed box will be something cool :-) Who knows... And maybe they will do a big group of FAQ's like they did for fantasy, but it looks like there will be a REALLY messed up couple of months before any codexes get released... Hoping it doesn't kill off the local group...
Started another wee blog, mostly to keep myself honest with the diet/weight loss/exercise program... Nothing much there at the moment...
Almost have Maggie convinced that I need a bigger bike :-) Found a 1980 Goldwing for $400... Doesn't look like it has the luggage, so would definitely need that... Dunno, maybe if it is still there after the Disney trip. In the meantime I'll be saving to the "special" account and still trying to sell off old firearms, computers and assorted "other" stuff... Not sure if a garage sale is in the near future, or if it just goes e-bay/craigslist for the non firearms. LONG term, I'm looking at saving up for a bigger bike, most likely a Harley Davidson cruiser, Road King, Fat Boy or Street Glide... Something like that... :-) But that is a very long term thing...
Started another wee blog, mostly to keep myself honest with the diet/weight loss/exercise program... Nothing much there at the moment...
Almost have Maggie convinced that I need a bigger bike :-) Found a 1980 Goldwing for $400... Doesn't look like it has the luggage, so would definitely need that... Dunno, maybe if it is still there after the Disney trip. In the meantime I'll be saving to the "special" account and still trying to sell off old firearms, computers and assorted "other" stuff... Not sure if a garage sale is in the near future, or if it just goes e-bay/craigslist for the non firearms. LONG term, I'm looking at saving up for a bigger bike, most likely a Harley Davidson cruiser, Road King, Fat Boy or Street Glide... Something like that... :-) But that is a very long term thing...
Wednesday, June 6, 2012
Dwarf Jump Infantry?
:-) So, thinking of running some of the "Stormboyz"... But the Squats AFAIK never had jump infantry... Looking at picking up a few Mantic Forge Fathers as additional infantry, but no real idea what to do to make jumpers... Though I do have an old brand "x" jet pack or three I could replicate... Hmmm... Finding the Orks really don't have a lot of choice but play aggressive against Necrons at least... Guessing this will be the case for a lot of armies... And I REALLY like my jump troops...
Long ride on the bike today... 2 hours is apparently my upper limit. Not thinking that it was the seat, I think it was more the lack of highway pegs... Need to be able to stretch the legs a bit now and then, and just not happening on the old Silverwing...
Long ride on the bike today... 2 hours is apparently my upper limit. Not thinking that it was the seat, I think it was more the lack of highway pegs... Need to be able to stretch the legs a bit now and then, and just not happening on the old Silverwing...
Monday, June 4, 2012
Squats as Orks, Week 1 results...
Well, played it out... Ran:
Mek w/ Field
Warlord (Cybork, Mega Armor, squig, etc...)
Mega Nobs
Loaded in a Battle wagon, tricked out... The Boarding Plank was really amusing BTW...
Shootas (30, Nob w/ PF, 3 rockets)
Thunderers (lottas, 2 squads of 12)
Killa Kans (3 with Mega Blasters)
Bikers (Nob w/ PF)
:-) Played Necrons... So, the post game debriefing would go like this:
Thunderers... When they finally got to shoot, they were amazing... Though perhaps I had too many, given they were completely useless until turn 4... 2 turns of night fighting, one turn of rolling 1 for shots meant they really didn't DO much... They caused a giant bottleneck as they are a huge "fear factor"...
Shootas... "Eh", with night fighting, they wound up tying up 2 Necoon Lords and a C'Tan shard for most of the game... In this case, the pistol/axe troops would have been WAY better for the 29 extra attacks on the first turn, and 3 attack/man rather than 2/per... I think that the Shooters will be given another shot, but I suspect that close combat troopers should outnumber the shooters 2/1...
Kans... Awesome, but close combat...Even BS 3 shooting didn't work much for me...
Bikers? Yes, send more...
Battlewagon? Made an obnoxious number of field save, forget the roller... Awesome I think... Might go with 2...
So, amusing... And I think it will play well...
Mek w/ Field
Warlord (Cybork, Mega Armor, squig, etc...)
Mega Nobs
Loaded in a Battle wagon, tricked out... The Boarding Plank was really amusing BTW...
Shootas (30, Nob w/ PF, 3 rockets)
Thunderers (lottas, 2 squads of 12)
Killa Kans (3 with Mega Blasters)
Bikers (Nob w/ PF)
:-) Played Necrons... So, the post game debriefing would go like this:
Thunderers... When they finally got to shoot, they were amazing... Though perhaps I had too many, given they were completely useless until turn 4... 2 turns of night fighting, one turn of rolling 1 for shots meant they really didn't DO much... They caused a giant bottleneck as they are a huge "fear factor"...
Shootas... "Eh", with night fighting, they wound up tying up 2 Necoon Lords and a C'Tan shard for most of the game... In this case, the pistol/axe troops would have been WAY better for the 29 extra attacks on the first turn, and 3 attack/man rather than 2/per... I think that the Shooters will be given another shot, but I suspect that close combat troopers should outnumber the shooters 2/1...
Kans... Awesome, but close combat...Even BS 3 shooting didn't work much for me...
Bikers? Yes, send more...
Battlewagon? Made an obnoxious number of field save, forget the roller... Awesome I think... Might go with 2...
So, amusing... And I think it will play well...
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