Wednesday, October 29, 2014

IA XII: Legacies of Ruin

It seems I have not reviewed the MC’s in this book. I will get to them.

The next part of the book that is certainly interesting is the Legacies of Ruin, which lets you take one vehicle upgrade per 1,000 points on any vehicle (CSM only) that does not have the Daemon or Daemonic Possession rules. So you get to pick one at 1,850, and there is probably only one you will pick. I have asked Reece as to whether these will be LVO legal, and he doesn’t know yet, but the good one gives him pause. I’m betting no. Here they are in order.

Sunday, October 26, 2014

Dealing With Thunderwolf Cavalry

At some point we'll keep going with the IA stuff! But I wrote this instead.

The latest greatest death star on the block is Thunderwolf Cavalry spam with a dash of Kor'sarro Khan, at least if the person running the army knows what he's doing.

Let's figure a Wolf Lord with a 2+/3++ and a pfist equivalent, 2-4 Iron Priests with 2+ saves, power fists and some Sybar Wolves, 5-6 TWolf cavalry with 2-3 pfists and storm shields, plus Khan for Scout and Hit and Run, a squad of bikes, some Grey Hunters in a pod and another mandatory troop choice. It hits like a truck when it arrives, Knights can't beat it because of all the powerfists and 3++ saves. Tau and IG are doomed as always as they can't shoot it off the board before it gets there. Eldar can scoot and shoot from it with relative ease, but most armies won't have a solution.

Friday, October 24, 2014

IA XIII: Tanks and Artillery

Let's keep this moving, eh? Today, tanks and artillery. Next time, whatever's left, or possibly horrible fanfiction. We'll have to wait and see.

Chaos Rapier Weapons Battery

Hmmm... If I could put them in a bastion, I'd sure like it a lot better. 40 points for 6 TL heavy bolter shots is certainly cost-effective, and we're probably upgrading them to hades autocannons because ectoplasma cannons are too short ranged and kill themselves, conversion beamers are too long ranged and never get to fire, and laser destroyers, well those might actually be okay at +15 points, but the hades is useful against the widest variety of targets.

Thursday, October 23, 2014

Dealing With Flyers as a Chaos Player

A break from filling you in on the marvelous splendiferousness that is IA: 13 to answer a question asked yesterday that I found interesting. That is, how do we deal with flyers?

Personally, I don't even factor them into my plans. Let's use my current working list for LVO which is Hounds with a Khorne Herald, two Tzeralds on discs, 9 Screamers, an LOC with all the fixins and Be'lakor plus troops.

I have pretty much no way to kill an AV12 flyer, and my AA is hardly robust... and I generally don't care.

Tuesday, October 21, 2014

Imperial Armour XIII: Flyers



I already talked about the Fire Raptor, which is in contention for the best thing in the book. Now we look at the other flyers and see how they fare.

Chaos Kharybdis Assault Claw

This is one of those things that might be really good, but you'd have to actually play one to find out and also, you probably won't. Unlike the Dreadclaw, this has an inertial guidance system, so you can land it right in front of your opponent's army and hit everything within 3+d3" with a S6 hit. It's a pretty big model, so that is potentially a lot of hits. Then it can boost away. After that, it has five S6 heavy 2 guns that can target independently, which isn't too bad, especially when it's zooming. I keep looking for the melta part of the melta ram, but it ain't got it.

It carries 20 Berserkers, and 20 Berserkers in your face is bad news, if like 700 points. Unfortunately, it isn't a dedicated transport, it's a relic vehicle and a heavy support choice, so it has steep competition. Despite the price tag, it just might be good because it has a very high chance of delivering 20 Berserkers to the enemy, and it can still fight once it does.

Of course, no one will ever know because you'd have to buy one, which is expensive, and there are so many obviously good choices in the HS slot.

Sunday, October 19, 2014

A Further Review of Imperial Armour XIII: Walkers



As I have already spoiled the things I think are the best units in the book, the rest of this review will be anti-climactic. I care not! First, a word on the Daemon Lords. They are, as far as I can tell, unchanged from their unimpressive incarnations in IA: Apocalypse Second Edition with the important exception that they are only allowed to comprise 25% of your army because FW didn't get the memo from Jervis that anything goes because that is very fun for all the little boys and girls.

Thus, to field Zarakynel, you would need to be playing a 2664 point battle. This makes them non-entities for any game of 40k I care to be involved in, which is well enough because I have Zarakynel's model, and she is worse than a Barbed Heirodule and costs more.

So let's talk walkers and see if there's anything here that makes you want to drop fifty quid or more on a finecast model.

Friday, October 17, 2014

I Review Imperial Armour Volume XIII



I have obtained by means entirely of a legitimate nature, a copy of the new Imperial Armour XIII: Hell on Wheels. Here on the west coast, FW is pretty much legal everywhere thanks to Reece, but you east coast fellows are still waiting for Mike Brandt to issue a fatwa allowing its use, which I'm given to understand will be at the next NOVA open.

There are two sections of note. The first is the new Renegades and Heretics army list, which is traitor Guard. I still have to go looking through that because it's brand new stuff. Even Reece hasn't allowed entire army lists out of Forge World books yet, but I'm betting he'll allow this one if you ask him nicely. No reason not to. We'll get to that in the fullness of time.

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