Thursday, August 28, 2014

The Last of the Fallen

My Fallen Angels are complete (for the moment)!  The last group I had was the Dark Vengeance terminators.  I also saved Cypher for the last group of photos.

Wednesday, August 27, 2014

How You Beat Dem: Imperial Knights

Imperial Knights make a fine addition to almost any army because they must be dealt with somehow. A competent player will probably run 1-2, maybe 3. Anyone playing 5 Knights is probably not at the tourney to win it and most-likely has a very snappy paint job. Chaos struggles to kill these more than most armies. Tau can drop them like flies, as can Elfdars. Space Marines with bikes or pods also have few troubles. Chaos has none of these luxuries. So what you do if you see one or several? There are a few techniques: let’s call them, trolling, tarpit and keel! Whether you face one or five, these are the only three things you can really do about it, and it should be enough to let you hang in there in most missions. But if you face five Knights in a KP mission, you gonna lose!

Tuesday, August 26, 2014

I Got Nothin, Dudes!

Howdy! Been awhile since I rapped at ya. Been trying to come up with something to talk about and it hasn't gone well.

After the team tourney last week, Allan said he wanted to face Space Marines, so I brought them this weekend, only to find he was playing a rather hardcore Eldar/GK NOVA list and had meant to tell me to bring my hardest list and forgot to. So I only had Relictors/Space Wolves, which I do not play well yet and got worked.

However, I can see how the east coast fellas think summoning Daemon armies are good. We played NOVA mission 1 for the first time. Those cumulative missions that let you rack up points over the course of the mission make the ability to drop crap onto the table quite advantageous. Kind of wish I'd had the right army to do that. Anyway, NOVA is this weekend and we'll see how that plays out. In the meantime, if youz got ideas for topics of conversation, put em in the comments.

Thursday, August 21, 2014

Building at 1500 Points

Good news! I played a couple more games of Warmachine last night and won one of them! Third time's a charm. Didn't take twenty games at all! Shoulda won both of them but the damn Troll caster got back up three times in a row on a 5+! No one cares! Moving on!

Several readers have been asking how one might go about constructing a 1500 point list as that is the vogue points total in their area. As I sees it, 1500 points is a tricky level to work at because it favors ranged attacks on mobile platforms very heavily. That is, it is very easy if you have Wave Serpents and Wraithknights and Warp Spiders, to spread out and engage from a safe distance, whereas an assault army has to be located at the same place as its target. Moreover, expensive maulers like Imperial Knights become even more difficult to remove at that points total, yet remain fast and rangy enough to lose nothing.

Wednesday, August 20, 2014

Info on Our Greatest Enemy

It seems the beans have spilled on Grey Knights.

Initially it looks like Grey Knights lost a bit in the straight up damage department, but gained quite a bit in the anti-psyker department.  This doesn't seem to be an immediate upgrade or a nerf, but we shall see how things turn out.  It also seems like most of the anti-daemon weaponry (other than the nemesis force weapons) comes from their relics.

Things I am excited about:
No more +1 invuln for force swords.
No more Mind Strike Missiles.
No more rad or psychotrope grenades.

I do expect to see more objective secured land raiders.


Having played Blackmoor's Grey Knights a jillion times this edition, Ima sound off on this. In the current book, I am scared of Draigo, Storm Ravens and Dreadknights.

Now I am scared of Draigo even more, psyk-out grenades and Dreadknights.

Draigo got better with an AP2 weapon and the ability to get to S9 vs. anything with Hammerhand. He got worse in that he's only T4 and can't take Divination anymore, but on balance, he's better against most armies. He won't miss Precognition too much since he'll always have FNP. Oh, and he got Gate of Infinity automatically, so he and Tigurius will be powering grav stars for the next couple years at least. Just swell...

Storm Ravens are plain 'ol Storm Ravens, which sucks because I can't kill them, but now I can field psykers on foot without them getting nuked.

But hold the phone, psyk-out grenades can do the same thing, so Interceptors can shunt right up into your business and hand you a Perils check lickety shit. Finish your Screamerstar's move within 14" of a Strike Squad at your peril.

Brother Captain Stern would scare me with his 12" ring of Banishment if he were rocking more than a force sword, but no one will ever take him.

I don't remember Paladins having FNP before, because it cost 75 points to get it. Now it costs 20, so they will. Ugh... They are better at killing Soul Grinders as Daemonbane gives them rerolls to pen now. Those were like the only thing Allan didn't like fighting.

Dreadknights are bad news. 225 points for a jump MC with a torrent flamer, a force gun that's got 12 shots and a MC greatsword that rerolls to pen against Grinders. Plus it has Sanctuary, which totally sucks. 4++ save and dangerous terrain within 12". Charging it with Daemonettes gets you flamed and striking at I1 and only half your rends get through. Soul Grinders get punked out if they don't get immobilized. Screamers get doubled out before swinging. All MC's are dead if they fight it, and it can ID them if they fail a save from the psilencer. This thing is a nightmare, and they will be very common.

I can't say I'm happy about this. Grey Knights just got a lot tougher. Especially since on top of all the improvements, things are cheaper, so there will be more of them. The only nerf I see is psycannons going to salvo 2/4 which hurts Strike Squads, Purifiers and Interceptors. However, since those units can now take S7 Halberds and melta bombs, I'd say they're better on balance.

It's a very solid book.

What are your thoughts?

Tuesday, August 19, 2014

Cheating With The Escape Hatch

Fellah named Frank emailed me a few days back for some list advice and mentioned he’d been making some creative use of escape hatches. I don’t spend a hell of a lot of time on the forums so this may be old news, but he was the first person I ever heard of using the idea.

First the ultra-basics I usually don’t deal with here because you’re all big boys and can look up the rules yourself. Lawd knows I’ve shown you where to go get them. An escape hatch is a 25 point upgrade in the Stronghold Assault supplement that can be purchased for buildings like a Bastion. It allows you to place a marker anywhere within 12” of the fortification. How big the marker can be is not specified, but I’d imagine you could get away with anything large enough for a model with a 60mm base to fit inside. This marker is an access point, so you can get out of it up to 6”.

Sunday, August 17, 2014

In Praise of Highlander Format Tournaments

I had my very first game of Warmachine this week. I played the local press ganger (a dude who recruits for WM/H) who brought Trollbloods against my Mercenary army. I go to deploy and realize I have no idea what I'm doing, so I got beat in three turns because I played too far back and didn't rush into the center to challenge the objectives. Apparently, WM/H is like the battle of Pearl Harbor.

How to play Warmachine

They say you should expect to lose your first 20 games or so. Hoo boy! I find it amusing how the guns are supposed to be all killy, but have ranges lower than you could throw a baseball, so they can't be shooting at a very high velocity.

No matter. Judging from the number of comments WM/H posts get on other 40k blogs like 3++, most of you probably don't give a toss so let's talk about this weekend's tournament.

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