tag:blogger.com,1999:blog-69582416446450152792024-03-06T05:35:41.679+00:00Path of the ArtisanThree guys in the miniature wargaming hobby, just looking to paint some dudes and play some games. Please enjoy our work.Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.comBlogger105125tag:blogger.com,1999:blog-6958241644645015279.post-18276083026766149712016-02-08T10:56:00.000+00:002016-02-08T10:56:57.888+00:00From the Shadows: Hunt the Fallen pt.3<div class="separator" style="clear: both; text-align: center;">
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A lot of progress has been made in the last week, a shocking volume of painting got completed and me and Alun got a game in too!<br />
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As you can see from the picture above, I got the 2 Landspeeders finished, what some may notice is that they are both Typhoons, which doesn't match my list. That's due to lessons learned during our game, the result of which is a few changes to my Hunt list. <br />
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<a name='more'></a>I'm not a quick painter, not by any means. A tactical squad takes me about 3-4 weeks, maybe longer and vehicles are at least a month investment. Given that I have a lot to do in a short space of time and my larger objectives for the year, I had to find a way to speed up my process. <br />
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To that end, I've changed the way I paint vehicles. Infantry I'll still paint using the age old edge highlighting method, I love them to look crisp and clean, but for vehicles that takes a lot of time and doesn't always come out looking too great.<br />
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So, I've started trying out a chipping and weathering style on my Speeders and I'm pretty happy with the results, I know there's a few bits that look iffy and there's definitely room for improvement, but the look was achieved really quickly and with very little effort.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlVtPOGwFjj229sY-CKL0Y_IHjZ84nzO8OtUOQjnSjsgpyqyR4-g3qBPKmF7Ujro2yoffHKBe40nKLqOre4rSHIXV14VkF34ZzKH8H60u-VIePD21T2NJE4qG_dI0wqHg1PksRtHCO-1s/s1600/DSC_0735.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlVtPOGwFjj229sY-CKL0Y_IHjZ84nzO8OtUOQjnSjsgpyqyR4-g3qBPKmF7Ujro2yoffHKBe40nKLqOre4rSHIXV14VkF34ZzKH8H60u-VIePD21T2NJE4qG_dI0wqHg1PksRtHCO-1s/s320/DSC_0735.JPG" width="320" /></a>After I finished the Speeders I set to work on the first of my Rhino's, and it took me only 2 days to complete, as opposed to the last one I did which took 3 weeks! I'm really happy with how it turned out, again, room for improvement, but I learnt from the Speeders and gave me a pretty realistic battle damaged effect.<br />
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I did have a slight hiccup with the paint job as the first time I painted the arrow on top of the Rhino I did it the wrong way around! Using the airbrush and copious volumes of masking tape I was able to fairly easily put that right though.<br />
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Once the Rhino was out of the way I tackled the most horrifying challenge, repainting the shoulder pad trim on 29 tactical marines. My old scheme had red edging and red backpack nozzles, however, my new scheme has black nozzles and gold trim. It took a lot longer to do than I'd planned, but luckily I had a day free of calls so was able to just powered through them in one day. They're not finished in the picture as I forgot to take one once I'd finished, but they do have correct colours nozzles!<br />
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I was going to re-base them, however, I painted them all 3 years ago and my skills have improved somewhat since then and I really don't like how they look. Re-basing seems like a waste of effort as over the next 12-24 months I'll replace them anyway. I'll not get rid of these though, they can sit in the case ready for an Apocalypse game someday.<br />
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The new list is not 100% finalised as of yet as I'm flip-flopping on how to handle my Ravenwing elements, but once it's done I'll post it up!<br />
<br />Anonymoushttp://www.blogger.com/profile/15515601985244324440noreply@blogger.com2tag:blogger.com,1999:blog-6958241644645015279.post-48602867979571959902016-01-28T12:29:00.001+00:002016-01-28T12:29:12.483+00:00Book Review: I Am Slaughter<div class="separator" style="clear: both; text-align: center;">
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Games Workshop and Black Library announced at the end of 2015 that there would be a year long event exploring the post Heresy era called "The Beast Arises". As this was an era in 40k lore that hadn't been explored to any great detail, it piqued my interest and bought into it with the first release in December.<br />
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I feel that it was an excellent choice to give the first leg of this relay to Dan Abnett, who is an excellent author that has written many classics over his career (check out the Eisenhorn Trilogy that was recently republished if you have never read it before), as his name is an almost guarantee of quality. To give him his due, he doesn't disappoint as he takes us on a two pronged journey to the planet of Ardamantua where the relatively newly formed Chapter of the Imperial Fists are on manoeuvres to eradicate a vermin race called simply "Chromes", and also casts a story of political intrigue on Holy Terra itself.<br />
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Being the start of a 12 part epic, it is worth understanding that this story is very much setting the scene for the following 11 parts. The Imperial Fists on Ardamantua are very much the main focus and the Chromes are simply the thing to be attacked, and the story picks up when a mysterious force launches a gravity based attack on the two unsuspecting sides. Only, it really isn't a mysterious force to us, we know this is about a massive WAAAGH! moving towards Terra, the mystery comes in how the Orks are moving and what this huge threat brings.<br />
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It's with the Imperial Fists that my largest complaint comes to the fore. They all have "Wall Names", and to me at least, they seem out of character and more towards a Transformer fan fiction. We have the titular "Slaughter" along with "Frenzy", "Heartshot", "Cleaver", "Coldeye", "Bleedout" amongst others. Maybe it's to try and create this less disciplined post-Heresy chapter force that is less about the heavy religious fervour and more about present day army brothers-in-arms, but upon finishing the book, it feels like it was all for a one line pay off in the last chapter.<br />
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The Terran side of the story is told from the main viewpoint of the Master of the Officio Assassinorium, Drakan Vangorich, and it was this character that I had the greatest interest in reading about. Without the Emperor to lead them, and the Primarchs either dead or missing, the Council of Terra is leading the Imperium, Vangorich isn't really one of the main players on the council, but being the head of the Assassins gives him a great deal of power, and when he is approached by Inquisitot Weinand to look into the matters regarding the Fists deployment to Ardamantua it starts to suggest that everyone is not playing for the same goal and that there will be heads rolling before the end of it.<br />
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The book does a good job of bringing you into the world and painting a picture of the scenario that will unfold throughout 2016 and has certainly ensured that I will be along for the ride. Especially as something happens at the end that is in contrast to what we know of the "present day" 41st Millennium and how that plot line develops is also something that will be interesting to read.<br />
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I've already finished Book 2, Predator/Prey, and will be doing a similar book report on that too. But for now, I highly recommend this story as the opening chapter of The Beast Arises with an arbitary score of:<br />
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8/10 Chromes.Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-34994305104093789892016-01-25T20:33:00.002+00:002016-01-25T20:33:47.833+00:00From the Shadows: Hunt the Fallen pt.2<div class="separator" style="clear: both; text-align: center;">
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Greetings! Bit of a delay getting this last weeks post up as I've got a lot going on behind the scenes at the moment, but I'm not slowing the advance towards the event in February!<br />
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I've made a lot of progress since the last post and my chapter is now starting to look like a real army for the first time since it's inception.<br />
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<a name='more'></a>Since the last post I've finished off the Devastators, as you can see above, and also the Grav Cannon bearer for Tactical Squad one. After they were out of the way I built and primed the Landspeeder, Landspeeder Typhoon and one of the Rhino's and I'm well into the work on those.<br />
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I also made a big decision for this year and what I'm going to do once the Hunt the Fallen event is out of the way. I was going to be starting a new army, one I've always wanted to turn my hand at, an Astra Militarum Tank Company.<br />
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Thinking about what I wanted to achieve and the colour scheme I was going to use was all very well and good, but the closer I got to deciding the more I questioned the reason <i>why </i>I wanted to start a new force. After all, my chapter is coming together in a real way now and it seemed a bit of a crazy idea to skip out on them now.<br />
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That in mind I've decided that I'm not going to be doing an AM Tank Company, instead I'm going to forge on ahead with another long desired force and build my chapter its very own Ironwing. That's right, lots and lots and lots of Dark Angel tanks!<br />
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So far it's only a very small force, sitting at a grand total of zero painted units. However, I have a Sicaran and a Vindicator Laser Destroyer to build and paint to kick me off, but thats another post for another day!<br />
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I'm really enjoying trying out some new painting techniques on the speeders, so painting the Ironwing should be a doddle by the time I get round to it.<br />
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Not really much else to report for this week as I've not had that much time to get stuck into anything. I've updated my army list below to represent the bits I've finished since last week, now to go and get things done for this week!<br />
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Good hunting!<br />
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<b><u>LION'S BLADE</u></b><br />
<b><br /></b><b><u>Demi-Company</u></b><br />
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Company Master w/ Artificer Armour, Foe Smiter, Relic Blade & Jump Pack<br />
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Tactical Squad(10) w/ <span style="color: red;">Grav Cannon,</span><span style="color: red;"> Grav Gun</span> & <span style="color: red;">Rhino</span><br />
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Tactical Squad(10) w/ Plasma Cannon, Plasma Gun & <span style="color: red;">Rhino</span><br />
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Tactical Squad(10) w/ Missile Launcher, Plasma Gun & <span style="color: red;">Rhino</span><br />
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Assault Squad(5) w/ 2 x Flamer & Power Sword<br />
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<span style="color: red;">Devastator Squad</span> (5) w/ 2 x Lascannon, 2 x Missile Lanucher & Armorium Cherub<br />
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<b><u>Inner Circle</u></b><br />
<b><u><br /></u></b>Librarian w/ Mastery Level 2, Shroud of Heroes and Jump Pack<br />
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<b><u>Ravenwing Attack Squadron</u></b><br />
<b><u><br /></u></b>Ravenwing Bike Squad w/ Grav Gun, Plasma Gun & Attack Bike w/ Multimelta<br />
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<span style="color: red;">Land Speeder Typhoon</span><br />
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<b><u>Ravenwing Support Squadron</u></b><br />
<b><u><br /></u></b><span style="color: red;">Land Speeder</span><br />
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DarkshroudAnonymoushttp://www.blogger.com/profile/15515601985244324440noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-52160762655263238602016-01-16T23:05:00.000+00:002016-01-16T23:05:46.573+00:00A large slice of humble pieHi guys Craig here.<br />
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Happy new year and all that jazz. Hope it was a good one.<br />
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Today I have been eating a huge portion of humble pie. Today I tried Age of Sigmar (AOS) for the first time. After 6 months of point blank refusal I gave it a go. With all the new models coming out and the new books and the core rules being free I kept on looking and thinking WHAT IF????<br />
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What if it is actually a good game?<br />
What if I actually like it and have been putting it off for 6 months?<br />
Or something that has never come up. What if i'm good at it.<br />
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Well I can honestly say I was excited for the game all week. Was excited to see how it would out pan out and if it would give me any memento to carry on playing AOS. And....... It has. I can not wait to play my next game of AOS.<br />
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The base rules are only 4 pages long and its really easy to get into them. The main and interesting part of the game is using the base rules alongside the battle-scrolls for each individual unit. Before I played the game it looked like a game for kids to get them into GW as a kinda stop gap before 40k how wrong was I. In the 1 game I have had I could see how my army depended on situation attacking and spell casting from my wizard to either buff a unit of cut down the amount of attacks a unit took.<br />
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Playing AOS has completely energized my fantasy playing armies. Seeing that I can use my previous fantasy armies and if anything there actually a little better than before. Just taking my armies of the shelf or out of my case and knowing that I don't have to rebase them and knowing that they have a new lease of life actually makes me genuinely happy.<br />
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I can see a lot of potential in the new system from GW and look forward to seeing what they can bring to the table and how they will relate the old world with the new.<br />
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Below is my first AOS kill. He got killed in the 2nd turn and if I am honest I jigged like I was in river dance.<br />
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However after this kill it went down hill for me pretty quick. I lost two blocks of Skaven clan rats. One unit to a unit of Questing Knights and one to a unit of Pegasus Knights.<br />
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but at this point i was not down trodden and didn't feel like the game was over. I still had my Warlord, Warlock Engineer, Doomwheel and my proxy Hellpit.</div>
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My Doomwheel in the last turn took out 2 remaining Pegasus Knights and my Hellpit (Thundertusk/Stonehorn Proxy) took out another two Pegasus Knights which shocked my opponent deeply as we laughed for about 10 minutes after in pure shock. </div>
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Overall I lost narrowly but i thoroughly enjoyed the game and can safety say i will be eating humble pie for some time. At this point I will be trying new armies and new units to get to grips with the rules and the game.</div>
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All I can say is if your unsure on the game go out and give it a go. Worse case you spend 2 hours of your life trying something and at the end of it at least you know its not for you. However for me I just wish I got on board all them months ago,</div>
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Thanks for reading guys and will catch you on the other side.</div>
<br />Anonymoushttp://www.blogger.com/profile/17604274361621406152noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-63530458558268370292016-01-14T22:22:00.001+00:002016-01-14T22:22:26.752+00:00One Last HuzzahCraig here.<br />
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I know its been a long time since we have posted. It's safe to say that grown up life has caught up with us all, but hopefully all should be better in 2016.<br />
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<span style="background-color: white;">However me and Alun managed to sneak to a Games Workshop event<b> </b><span style="font-family: Open Sans, sans-serif;"><span style="font-size: 13px; line-height: 21.06px;">The Battle of Dimmamar Campaign day. 750pts Imperial against Chaos 4 games using the Maelstrom of war objectives . I took necrons which was pleasantly surprising what I could get in for 750pts.</span></span></span><br />
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<span style="font-family: Open Sans, sans-serif;"><span style="background-color: white; font-size: 13px; line-height: 21.06px;">I took Lord (staff of light)</span></span><br />
<span style="font-family: Open Sans, sans-serif;"><span style="background-color: white; font-size: 13px; line-height: 21.06px;"> 15 Necron Warriors </span></span><br />
<span style="font-family: Open Sans, sans-serif;"><span style="background-color: white; font-size: 13px; line-height: 21.06px;"> 15 Necron Warriors</span></span><br />
<span style="font-family: Open Sans, sans-serif;"><span style="background-color: white; font-size: 13px; line-height: 21.06px;"> 3 Scarab swarms</span></span><br />
<span style="font-family: Open Sans, sans-serif;"><span style="background-color: white; font-size: 13px; line-height: 21.06px;"> 5 Deathmarks</span></span><br />
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<span style="font-family: Open Sans, sans-serif;"><span style="background-color: white;"><span style="font-size: 13px; line-height: 21.06px;">I must admit it worked quite well. I had things to take out most things apart from nasty Death Company. Whilst I was thinking about my list I was thinking of different directions to take it. How to deal with close combat and high toughness gribblies. Then Alun gave me a brilliant piece of advice. He told me to focus my army on one aspect. (Shooting, Close Combat or maneuverability). So I focused on shooting (maybe minus the scarabs) and it worked brilliantly. </span></span></span><br />
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<span style="background-color: white;"><span style="font-family: 'Open Sans', sans-serif; font-size: 13px; line-height: 21.06px;"><br /></span></span>Anonymoushttp://www.blogger.com/profile/17604274361621406152noreply@blogger.com1tag:blogger.com,1999:blog-6958241644645015279.post-74293364154699923012016-01-14T21:26:00.002+00:002016-01-14T21:26:26.606+00:00From the Shadows: Hunt the Fallen pt1<div class="separator" style="clear: both; text-align: center;">
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Matt here! Been a while no? Life and circumstance prevailed against us the last 6 months and we all ended up taking a long hiatus from the blog, but things have levelled out a bit now so back to the keyboard!<br />
<br />
This year is going to be a busy one for my Dark Angels successors, the Angels of the Watch, so I thought I'd cover their adventures and growth in a weekly series called From the Shadows.<br />
<br />
The first thing I'd like to cover is also the biggest thing in my Chapters history, and my hobby experience. I've signed up to go to the Hunt the Fallen campaign weekend at Warhammer World at the end of February. <br />
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<a name='more'></a>The Campaign is heavily narrative based and surrounds the potential capture of a prominent member of the Fallen, so I thought I'd build a fluffy yet capable force from the 1650pts I have at my disposal. One thing I did want to stick to when writing my list was that I didn't want to use any form of allies, especially my Knights, as this is a thing for the Unforgiven to deal with alone. (not that it'll stay tat way on the day I'm sure :) ).<br />
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I wrote the list I wanted to take, however, a good portion of it doesn't exist in my collection as of yet. This gives me the perfect excuse to buy a few bits I sorely need but have been putting off in place of magpie units (they catch the eye like a shiny penny but don't really help!).<br />
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So, what am I planning to take? A Lion's Blade formation is top of the pops here. It's a solid way of building a good force and also bolsters Grim Resolve to unholy levels, God help anyone that tries to charge onto my guns!<br />
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Here's the list:<br />
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<b><u>LION'S BLADE</u></b><br />
<b><br /></b>
<b><u>Demi-Company</u></b><br />
<br />
Company Master w/ Artificer Armour, Foe Smiter, Relic Blade & Jump Pack<br />
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Tactical Squad(10) w/ <span style="color: red;">Grav Cannon, Grav Gun</span> & <span style="color: red;">Rhino</span><br />
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Tactical Squad(10) w/ Plasma Cannon, Plasma Gun & <span style="color: red;">Rhino</span><br />
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Tactical Squad(10) w/ Missile Launcher, Plasma Gun & <span style="color: red;">Rhino</span><br />
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Assault Squad(5) w/ 2 x Flamer & Power Sword<br />
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<span style="color: red;">Devastator Squad</span> (5) w/ 2 x Lascannon, 2 x Missile Lanucher & Armorium Cherub<br />
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<b><u>Inner Circle</u></b><br />
<b><u><br /></u></b>
Librarian w/ Mastery Level 2, Shroud of Heroes and Jump Pack<br />
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<b><u>Ravenwing Attack Squadron</u></b><br />
<b><u><br /></u></b>
Ravenwing Bike Squad w/ Grav Gun, Plasma Gun & Attack Bike w/ Multimelta<br />
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<span style="color: red;">Land Speeder Typhoon</span><br />
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<b><u>Ravenwing Support Squadron</u></b><br />
<b><u><br /></u></b>
<span style="color: red;">Land Speeder</span><br />
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Darkshroud<br />
<b><br /></b>
<b><br /></b>
It's not battle tested yet, but I think its a pretty good list and I'm happy with it. The problem is I don't have the stuff marked in red yet, so I've got to pull my finger out and get it done as the the weeks are ticking by! I've been learning a few techniques to help me speed up the painting of the vehicles and I've just become the proud owner of an airbrush so hopefully all of this conspires to do me some good!<br />
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I've added a few pics to the the end of the post of the Devastators as they come along, hopefully they'll be done by the time the next From the Shadows goes up! I've also added a picture of my "Flybrarian" as he'll be the one doing the Inner Circles secret work :)<br />
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See you next week!<br />
<br />
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<br />Anonymoushttp://www.blogger.com/profile/15515601985244324440noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-22271578276414895192015-07-09T16:33:00.003+01:002015-07-09T16:33:32.056+01:00Age of Sigmar: Week One Observations.<div class="separator" style="clear: both; text-align: center;">
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<br />
Age of Sigmar has divided the community. With that statement I will probably be in contention for the stating the obvious award 2015. But, I think it is a good step forward for a stagnant Fantasy gaming system, put it this way, I have played 5 games of Age of Sigmar, I doubt I have ever played 5 games of Fantasy. With that, I feel I have discovered a few hidden depths of the game either by myself or by proxy that I am going to go through now.<br />
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<a name='more'></a><br /><br />
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<ol>
<li><b>Take a Wizard. </b>Only Wizards can dispel wizards, so you really need to have one, and with their basic spells either buffing your save roll or doing up to D3 mortal (unsavable) wounds they can be really useful in sniping targets or saving your own.</li>
<li><b>Pay attention to scenery.</b> Scenery is going to play a BIG part in the Age of Sigmar, and most people are skipping and ignoring the terrain feature table whilst playing. Look now at that table, see how it can help with how you play. Also, there is a Battlescroll compendium for scenery, read it. I've told you to take a Wizard, so look at Baleful Vortex. You can summon it, be immune to combat and double your casting range, how is that not useful? The two new scenery pieces that you will see on the demo table in your local GW will also come with rules that can help you in battle, sneak a peak if the box is there and get an idea of what is to come. Also, they haven't even let us know what the different realms will do, especially when you have to pick one before you fight.</li>
<li><b>Unit Sizes. </b>This one is open to personal interpretation, but here is how I see it. Most Battlescrolls give you a buff for taking units at a certain size. Corsairs get +1 to hit in combat if you have 20 or more models, but nothing after that. So you are getting the same benefit if you take 20 or 100 models. Also, you only have a fighting range of 1" (in the case of corsairs) so it will only usually be the front row of models that will fight, so any above that will just be dead weight. The other thing to note is you will lose the bonus if you drop below the stated number, so you need a buffer to allow you to get into combat and use it. With this in mind, I would say the ideal maximum model count for Corsairs is 25-30 and no more, three units of 30 are going to do more than one blob of 90. Have a look at the rules and just see what the best you can do with them is rather than thinking "more is better".</li>
<li><b>Don't spread out too much.</b> You know how you used to be able to set up charges in 8th to allow flank charges and the like? Well, it's still here. In the combat phase, any unit that has charged, or has units within 3"of an enemy unit can attack. So you have your tasty Corsairs luring in the enemy, they get charged, then when it's your turn to attack, you don't attack with your Corsairs, you instead pile in that Hydra that was lurking nearby and wreck that unit. The rules of war have changed, so make sure that you play to these rules.</li>
<li><b>Battleshock is important. </b>If you have a hero that can use an ability that will affect Battleshock, they are top tier. If you have one that will allow you to ignore the Battleshock phase, then you should be taking him at all costs. One bad dice roll can really ruin your game as any models lost will be taking this test, so ignoring it is a huge benefit and can keep you in the game.</li>
<li><b>Cavalary and Shooting. </b>These are the two best things in the game so far, if you can shoot far, you can whittle down your enemy before your combat troops hit them and the cavalry hit hard and hit fast. If you want to add to your existing army, look at cavalry and shooting.</li>
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As I play more, I am sure there will be more things that jump to my mind, and I will hope to share them with you as I feel this game is a lot more deep and tactical than a 4 page rulebook would suggest.<br /><br />Just remember, all the rules are free and if you have an army, it will cost nothing to try it out, so at least give it a go before passing judgement.</div>
Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-79314450048763116872015-06-01T10:54:00.002+01:002015-06-01T10:54:37.318+01:00Angels Looking for Redemption<div class="separator" style="clear: both; text-align: center;">
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I think it comes as a surprise to no one that I am mainly an Eldar player. So when it came to a cityfight event in the local store this weekend, I thought I would go completely at odds to the norm and try out the new Blood Angels. I don't have a huge force, but it would give me a chance to break the seal on the new book and look at the game from a different perspective.<br />
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<a name='more'></a><br /><br />
In the end, the fight went badly. It was an utter landslide, yet it was refreshing, I'd not lost many games in the past 12 months, so chalking up a mark in the loss column would keep me honest and give me a chance to try and see what I am doing wrong.<br />
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1) It's hard to write a good list with an unfamiliar army first time out. I've become so used to the way the Eldar work, that it was incredibly difficult to attempt to write a Blood Angels list. I have no idea what is good, how things work, or even how to play them. I think the big thing that hit home this idea is that if I had 60 points spare with the Eldar, that would be a squad of Rangers, with the Blood Angels, it's a single Sanguinary Priest. Numbers just aren't on my side.<br />
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2) In group games where you don't know who is on your side, don't rely on others to fill in your weaknesses. My 1000 points were pretty weak, but it's all I had, 3 of my 5 squads contained flamers, I didn't see that as a problem until I was teamed up with two other Blood Angel players who were also packing the heat. We were up against some heavy armour too, so we were truly up against it, and playing lengthways on an 8x4 foot board and it was game over before the first dice was rolled. In these situations, you really have to either guarantee a team up to have a balanced force, or write your army without considering team mates to prevent everyone coming to the party with the same thing.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRncyNHQkV_4jtp1Moif_omDJJgJq_TKV67mhLyiF5NOl63lteJWBML61RJNpBQsvL3rwBim4k3gttMsifD41zAOjIwO690qXnYKGpZ87jTjwPjKRM0fYULFbMmv7B3kdNAyYcSpHdqaQ/s1600/20150601_094950.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRncyNHQkV_4jtp1Moif_omDJJgJq_TKV67mhLyiF5NOl63lteJWBML61RJNpBQsvL3rwBim4k3gttMsifD41zAOjIwO690qXnYKGpZ87jTjwPjKRM0fYULFbMmv7B3kdNAyYcSpHdqaQ/s320/20150601_094950.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Plenty of WiP with this army so far.</td></tr>
</tbody></table>
3) The dice will hate you on some games. It didn't help that I had one of *those* games, failed to cast Wings of Sanguinius on 4 dice, failed 4 charges in a row (rolling three 3" charges in succession), failed almost every armour save at the start of the game, it was an epic list of failure. The thing is, these games will happen, and they are really annoying. However, if I had made any of those rolls, would the outcome of the game have changed? I don't think it would have, so while it was painful at the time, considering the big picture it didn't matter what was rolled.<br />
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4) Don't expect your opponent to play like you. After my Deep Striking disappointment left me plenty vulnerable, I was surprised that my Astra Militarum opponent unloaded his Chimera, then piled lasgun shots into my Terminators before shooting his plasma toting Leman Russ into them and annihilating them. Personally, I would have just shot the tank, especially as he had rotated it to face me in the movement phase and it wasn't like a last minute choice after the Guard failed. But, people play how they want, and you have to gauge your opponent quickly in these games if you want to have a chance at beating them. Perhaps it was a bit of creeping arrogance in this case after coming off the back of many wins. It won't be happening again believe me.<br />
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5) Those expensive weapons count. I've never been sold on taking big weapons on units, why take strong weapons when you can roll more dice? That was until I had a Thunder Hammer and Power Fist on my Assault Death Company. Before they went, against normal Assault Marines, it was an even fight, then they rolled and things just went squish. It's definitely opened my eyes to taking those options in the future.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitujH4ZGF6RvSeHyxlpVk4uOK-0uDTDni2qwgDJob8lE31v-VRTgBF-CxoJ6L2aCot0MWVeyNj8uWYE6oBIOuklUbpIbBmUhNmnbqh6woo5GYT7G1OpVKmLpIQh17ymacFWKdeIUU-RUQ/s1600/20150601_095100.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitujH4ZGF6RvSeHyxlpVk4uOK-0uDTDni2qwgDJob8lE31v-VRTgBF-CxoJ6L2aCot0MWVeyNj8uWYE6oBIOuklUbpIbBmUhNmnbqh6woo5GYT7G1OpVKmLpIQh17ymacFWKdeIUU-RUQ/s320/20150601_095100.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Just this one guy means vehicles are threatened too.</td></tr>
</tbody></table>
6) Know your rules. I tell everyone this and failed to adhere to this rule myself. I ran the Baal Detachment from the Codex, then proceeded to forget to apply the bonus rules you get for fielding it. That +1 Initiative could have come in handy a few times during the game but if you forget it, then it's never going to help.<br />
<br />
7) Laugh it off. It's a game, it's not personal and the people you are up against are only trying to do the same thing as you. If the game is going badly for you, laugh it off, make light of the situation, without degrading your opponent. For example, when my Terminators were getting squished I said "the best thing about 2+ saves is that it hurts more when you fail them", yet I see too many people just go into a mood when they lose a unit. Being gracious in defeat means you will more than likely get another game in, being a sore loser means you won't and you don't come out of it looking good.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsZ18PcCmgSahmzRCKMGk43rsCWTmJN8_aOYcgLrDasMcFnOG1Ttg_-72uvM9Ya8kGqphzLzUbrNLGE7FSrPwFkkN4Xha71txBU4NSkt-qEPEVqvLE7-aObLiTDXrkO3nIDmmYZCcu9eo/s1600/20150601_095137.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsZ18PcCmgSahmzRCKMGk43rsCWTmJN8_aOYcgLrDasMcFnOG1Ttg_-72uvM9Ya8kGqphzLzUbrNLGE7FSrPwFkkN4Xha71txBU4NSkt-qEPEVqvLE7-aObLiTDXrkO3nIDmmYZCcu9eo/s320/20150601_095137.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I have a few Dreadnoughts, they all used to be Terminators.</td></tr>
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8) There is always the next game. More importantly, what are you going to do different next game? I was hampered by lack of movement, I only considered a 48" playing field, not a 96" one so I was at fault for that. But, as I want to expand this small army, I'm thinking of throwing the Tactical Squad into a Rhino, I know people swear by Drop Pods but Blood Angel Rhinos are fast and I don't want to paint a pod after hearing the horror stories. If I stick with the Dreadnoughts, they may have to be put into a pod just to try and negate his low mobility. It's these things that I was alluding to in my first point, address the issues that you can address, ignore the ones you can't (I'm looking at you dice) and accept that losing is part of the game, that way, you can come back stronger next time.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivhylh2I-qXshi6lbkTi7-ambwsdVW1YZXp8_d400MRMud2zen_tZaTazTLuSZCinIQyMG5jGevFr2zvxsC-pYsv5Uce9jsaIZOE7hRFa1ro7RmoTVt6WjtCw-0Ia0FZBRVrAKsriDpx8/s1600/20150601_095012.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivhylh2I-qXshi6lbkTi7-ambwsdVW1YZXp8_d400MRMud2zen_tZaTazTLuSZCinIQyMG5jGevFr2zvxsC-pYsv5Uce9jsaIZOE7hRFa1ro7RmoTVt6WjtCw-0Ia0FZBRVrAKsriDpx8/s320/20150601_095012.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Fire was just too tempting.</td></tr>
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I'm planning on building a 1500 point Blood Angel force to give me something to play when my main armies are in the Work in Progress phase, however, as this is a new month, this also means that I need to get back on the Harlequin train, and there is a big box of Eldar sitting next to me.Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com2tag:blogger.com,1999:blog-6958241644645015279.post-342101618449580472015-05-26T22:22:00.001+01:002015-05-26T22:22:09.245+01:00The Green Menace!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAPVRdkBYkw7gcpUVY2lJX7WOjg4Y6Fi08Of_8JgHpnSdDcH8YvHglC_RaQNsAKCTrr_kUGunjzrFyM_jq5mtnDGTO3-uwX71deHOQ8SEwyXxtQ-a_gYNlRyWH79h0s9SdaSAI6YDMufo/s1600/DSC_0006.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAPVRdkBYkw7gcpUVY2lJX7WOjg4Y6Fi08Of_8JgHpnSdDcH8YvHglC_RaQNsAKCTrr_kUGunjzrFyM_jq5mtnDGTO3-uwX71deHOQ8SEwyXxtQ-a_gYNlRyWH79h0s9SdaSAI6YDMufo/s320/DSC_0006.JPG" width="320" /></a></div>
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Hey guys! Craig's already covered it but I thought i'd add my own report on the great 600pts game we had on Thursday night. Despite the way it went (south, quickly) we both had a really good time and learnt a bunch of stuff about our armies.</div>
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See you after the break!</div>
<a name='more'></a>So, the game was a classic match up of Orks and Dark Angels at 600pts. I was pretty sure I was going to be out-numbered in the game so went for volume of shots, this turned out to be a very good idea, maybe too good.<br />
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My list was;</div>
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Librarian (lvl1)</div>
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Command Squad with Apothecary and Standard of Devastation</div>
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10-man Tactical Squad all with bolters</div>
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5-man Combat Squad with plasma gun</div>
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5-man Veteran unit with melta, 2 combi-melta, combi-flamer and combi-plasma</div>
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3-man Ravenwing Black Knight squad</div>
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So long as I kept the Tactical squad in range of the Standard they'd be able to output a horrific 40(!) bolter shots at 24", with the Librarian casting Prescience on them they'd be re-rolling misses too. It would also mean the Command Squad itself would get 24 shots, but as it turned out they didn't fire a single shot!</div>
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Craig took;</div>
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Grukk Faceripper</div>
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Weird Boy (lvl2)</div>
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12 Boys with boss nob, 'eavy armour and big shoota</div>
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11 Boys with boss nob, 'eavy armour and big shoota and Trukk (red paint job, boarding planks and big shooter)</div>
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Def Copta with twin linked rocket launcher</div>
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Killa Kan with big shoota and kan klaw</div>
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Lots of boys, lots of big shoota's, a better psyker than me and Grukk. I really didn't rate my chances once he reached me, so I had to put all my efforts into making that an impossibility.</div>
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We played with Tactical Objectives as we both love the mechanic and ended up with the Spoils of War mission. This one is a bugger as your opponent can steal your objective cards!</div>
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We actually deployed at the same time this time round, we wanted to see if it made a difference to how it worked, ultimately I don't think it really helped, we just did what we would have done anyway.</div>
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I used the full extent of my deployment zone, I didn't want Grukk chaining between my units, I needed to make sure I could keep some clear space for him to flounder in. Conversely, Craig set up almost entirely at one end of the board, I had hoped he wouldn't do that as it would make it difficult for me to bear down on him with the volume of fire I needed, facing one unit of 12 at a time is one thing, two is a totally different problem!</div>
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<u>Turn 1</u></div>
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Craig went first, he charged up my left flank towards the combat squad and moved his weird boy and unit into a wood for some cover. The killa kan moved directly for the tactical squad and the def copta went into cover, finding safety from the black knights. Shooting amounted to a fat lot of 2 wounds, both from big shoot'as, both saved. Grukk's trukk turbo-charged closer to the Combat squad. No assaults.</div>
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I moved the vets onto an objective and the black knights forwards to draw out the def copta, the combat squad moved up and occupied the ruin in front of them and got a firing angle on the trukk, and using rapid fire scored 4hp of damage, all glances, leading to a wrecked! result. The tactical squad opened up on the boys and Grukk as they fell out, felling 6 of them and causing them to lose coherency. The boys fell back, Grukk held firm. The Black Knights took a wound from the def copta. The command squad and vets had no targets in range so did nothing more. No assaults.</div>
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Craig: 0</div>
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Me: 1</div>
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<u>Turn 2</u></div>
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The routed boys kept on running! Grukk moved around the corner of the ruin towards the combat squad, the weird boy's unit moved through the woods but stayed inside, the cover an attractive option for the 6+ on the weird boy and gained an Objective. The killa kan moved forwards again and the def copta moved to intercept the black knights before they could close with the kan. Grukk shot the combat squad but failed to do any damage, the killa kan scored a wound on the tactical squad but it was saved, I chose not to jink against the copta and suffered a loss for it. The weird boy's failed to score a hit.</div>
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Big moment! Grukk charged the combat squad! This was where the game changed, and not in the way either of us expected. I rolled overwatch, I got double 6 on the plasma and three 6's on the bolters. The bolters failed to do any damage but the plasma shots both hit hard. Grukk made charge range and had to weather a hail of fists, sadly, he failed to do so and died before he could swing his claw. (Craig said I lost two marines, after Grukk died we rolled to see what would have happened if he'd lived. He would have killed two marines). The combat squad consolidated back into the ruin after gaining Slay the Warlord.</div>
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The black knight's moved forwards and gunned down the def copta granting First Blood, the vets moved out of their cover and towards the killa kan, they shot a single long range plasma shot, using up a combi weapon, and scored an Immobilised result. The combat squad failed to score and hits on the weird boy's unit, the command squad had nothing in line of sight. The tactical marines fired into the woods at the weird boy and his unit. 40 shots, 35 hits, 22 wounds. Thee died to failed saves, then a really rather heroic Ork succeeded in making and stopping seven look out sir! rolls before his luck ran out. The remaining wounds weren't stopped and the whole unit was wiped out. No assaults made. I'd grabbed a few Tactical Objectives to add to the tally.</div>
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Score</div>
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Craig: 1</div>
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Me: 7</div>
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<u>Turn 3</u></div>
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Craig failed to rally the running boys, the killa kan dropped a wound onto the vets but they shrugged it off.</div>
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The vets moved towards the kan and finished it off with a salvo of melta fire, the black knights moved closer to the fleeing boys and then turbo-boosted to close the gap, grabbing an objective on the way. I also stole a Tactical Objective from Craig in the process and gained an extra for killing the kan.</div>
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Score</div>
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Craig: 1</div>
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Me: 10</div>
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<u>Turn 4</u></div>
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The boys saw the black knights bearing down and rallied for a bit of fisty cuffs! They failed to lay any wounds down on them with the big shoota though and ended up just shy of charge range.</div>
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The black knights surged forwards and dropped a boy with a grenade, the plasma talon on the other knight failing to cause any damage. The command squad moved onto an objective and scored two Tactical Objectives for it. </div>
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The black knights charged the boys, overwatch failed to hit and they made range. Hammer of wrath failed to get a wound, only one of the four boys fell, no wounds came back.</div>
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Score</div>
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Craig: 1</div>
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Me: 12</div>
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<u>Turn 5</u></div>
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The black knights failed to score a wound, the boys caused two but both were saved.</div>
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The black knights finally managed to kill off the boys, gaining a Tactical Objective and Linebreaker.</div>
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Final Score</div>
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Craig: 1</div>
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Me: 14</div>
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Wow, that was as brutal! Craig had the worst rolls I've seen since my last game with Alun where my plasma guns had all self-destructed by the end of turn 2. Neither of us expected Grukk to die before getting an attack in and think that that was the pivotal moment. If he'd survived and killed off the combat squad in my turn 2 then in his turn 3 the tactical squad would have been receiving a charge. I doubt even 40 shots overwatch would have stopped him and then the weird boy and his unit would have been bearing down on my command squad alongside the killa kan.</div>
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We also both agreed that Craig did nothing wrong, it was all down to the dice rolls being so lopsided and that the addition of a trukk or looted wagon for his weird boy would have meant they reached me and done so quickly.</div>
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I learnt that 600pts is a pretty fun game size to play at. Its restrictive as all hell but that forces you to get creative. I rarely use the bolter banner as its expensive and easily sniped but at 600pts its like having four tactical squads instead of the one and with prescience it's a hailstorm of death. I'd probably drop it in a future game in favour of a heavier hitting weapon or two though, the killa kan threw me right off and if he'd managed to evade the vets I had pretty much nothing to try and bring it down with.</div>
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The game re-affirmed my love of the black knights. The only truly perfect unit in the current DA codex, they're kitted and costed just right, pack a mean punch and are sturdy to boot.</div>
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A good night all round, even if it was almost completely one sided. Craig's already challenged me to a rematch which I've accepted, lets hope the dice gods are less fickle!</div>
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Good Hunting!</div>
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Anonymoushttp://www.blogger.com/profile/15515601985244324440noreply@blogger.com1tag:blogger.com,1999:blog-6958241644645015279.post-25324146311163172782015-05-26T13:19:00.002+01:002015-05-26T13:19:31.215+01:00A WAAAAGGGHHHH TO FAR!<br />
Hey guys Craig here.<br />
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Today's post is all about how my Orks and Matt's Dark Angels faced off against each other.<br />
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As I don't have a huge force fro my Orks (as of yet) a small 600pts game was on the cards. I knew that at this points cost Matt couldn't get a lot. Mine wasn't a huge amount but I still felt confident going into this small but no doubt bloody battle.<br />
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Matt's List was (roughly)<br />
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Command Squad all with bolters. 1x Apothecary, 1x Librarian 3 x normal guys plus the banner of devastation (Salvo 2/4 Bolters)<br />
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1 x 10 man tact squad, all with bolters<br />
1x 5 man tact squad 1 with plasma<br />
3 Black knights with plasma and grenade launcher<br />
5 Vets tooled with meltas and combi wepons.<br />
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My List<br />
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Grukk Face Rippa<br />
Weird Boy level 2<br />
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1 x 12 boys, Boss nob, Eavy armour, Big Shoota<br />
1 x 11 boys, Boss nob, Eavy armour, Big Shoota and Trukk (Trukk had Red paint job, Boarding Planks + Big Shoota)<br />
1 x Deff Copta, twin linked Rocket Launcha<br />
1 x killa Kan, Big Shotta, Clan claw.<br />
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We were using the objective cards second time using these bad boys. I was like a kid at Christmas using his new toys.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmMqnfE4Gs0C9sz4c6UsXfU-pD29VjPmnMamhgVb3AhyphenhyphenKSQ4wOy2CrwDmOMCzmpSXxuVVqZNRMIIUTz4vU5WRhEq6TlTt1dL5_NFYPDkvlWz4riRLCcdCTyjYUhgiSzxRLej0_q6qNoXfD/s1600/ORK.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmMqnfE4Gs0C9sz4c6UsXfU-pD29VjPmnMamhgVb3AhyphenhyphenKSQ4wOy2CrwDmOMCzmpSXxuVVqZNRMIIUTz4vU5WRhEq6TlTt1dL5_NFYPDkvlWz4riRLCcdCTyjYUhgiSzxRLej0_q6qNoXfD/s1600/ORK.jpg" /></a></div>
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Turn one I charged my Trukk straight up the right flank, Moved my Deffcopta out of the way of his black knights and the Killa can clanked forward towards. the banner of infinite shooting. To say Ork shooting is appalling is an understatement. I hit with a massive NOTHING. However I did manage to turbo boots my trukk a bit more. At least i did something in my shooting phase.<br />
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Matt's turn one. was just the beginning of the end. He took out my trukk and half of the unit with it. Making them flee and left Grukk all on his own to face the 5 man tact squad. He also managed to take a hull point of my Kila Kann and a wound of my Deffcopta.<br />
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My Turn two shooting was still underwhelming. however I did manage to take out a black knight. with my deffcopta. Then I thought my luck was going to change Grukk was in charge range of the 5 man tact squad. The beast of Sanctus Reach was going to get in a make a small mess of these imperial suck ups. O how I was wrong. in over watch he took two wounds. (Double 6 on the plasma to hit) got into combat I killed two Dark Angels and the unit finished me off. considering his is suppose to be a beast in combat I was a little disappointed. Maybe the dice gods were testing my patients.<br />
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Matt's Turn two. My unit of boys were murdered with bolter fire including the Weirdboy. Matt's veterans finished off the Killa kan with ease. The deffcopta died. All I had left was 4 boys from the trukk that had blown up. I think as a mercy killing Matt left his black knights within charge range to see how his knights would fare. After two round of combat the orks had finally been curb stomped.<br />
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We tallied up the victory points and I had 1 point. Matt had somewhere into double figures. Safe to say Matt cleaned up big time.<br />
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What I have learnt from this battle is to buy either another trukk to get both units of boys up top quick. or buy a looted wagon 7pts more and cannot be killed by bolter fire. I am looking forward to playing Matt again and this time Grukk will have his revenge.<br />
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Untill next time guys.<br />
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<br />Anonymoushttp://www.blogger.com/profile/17604274361621406152noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-34853112471096433752015-05-11T18:52:00.001+01:002015-05-11T18:52:17.928+01:00Tale of Many Gamers: Like a Shooting Star(weaver)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbW10Kxsty_nBg5qmyDyre-rSKi30D4Jvq0LOzEmEsno3_QmZ-IWUTkUvlMwVPmissU9C6k_1wHIhjqIv171tcIcoQTzs9baNs2r4Uq_abXKRvVwpjmhplWTFiIr5pPh4NJSws5yWtU3E/s1600/20150511_182307.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbW10Kxsty_nBg5qmyDyre-rSKi30D4Jvq0LOzEmEsno3_QmZ-IWUTkUvlMwVPmissU9C6k_1wHIhjqIv171tcIcoQTzs9baNs2r4Uq_abXKRvVwpjmhplWTFiIr5pPh4NJSws5yWtU3E/s320/20150511_182307.jpg" width="320" /></a></div>
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I know it's not the end of the month, but I got a head of steam and a chock load of motivation and piled it into this here Starweaver. It was what I was working on over the Bank Holiday weekend, and the last weekend saw me finish up the crew, gun and base to put this one to bed.<br />
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This model gave me a chance to get out the airbrush and give it a go with laying out a nice solid base coat on these large flat panels along with trying to highlight it at the same time. I'm personally quite pleased with the first attempt, and will look to do something similar when it comes to the Voidweaver.<br />
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As you can see, I also threw a little freehand into this. The diamonds were drawn on with a pencil and a post-it note and then carefully filled in with my patented unsteady hands. One interesting side affect is the way the two colours play with your eyes a little, kind of fitting for the Harlequins and their shimmering shenanigans.<br />
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Here is the family photo, and it is really starting to look like an army now. All that is left in this batch are the second Shadoweer and Death Jester, the Skyweavers and the Voidweaver. After that I may buy another box of Skyweavers to round out three formations, but that is in the future. For now, I am going to put the Harlequins to one side and work at the backlog of my Eldar to try and get another unit ready to hand in at the end of the month.<br />
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Happy gaming.Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com2tag:blogger.com,1999:blog-6958241644645015279.post-21208078210750026332015-05-01T21:06:00.001+01:002015-05-01T21:06:48.747+01:00Tale of Many Gamers - The Return of the Mojo!<div class="separator" style="clear: both; text-align: center;">
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Tale of Many Gamers check-in two is tomorrow morning, and for me its bitter sweet. Last check-in I was able to enter two models, shown above, but this time I've missed the deadline. On the flip side, the model i'm working on has really helped me get back on the horse with my DA and painting in general after about a month of almost complete hobby blackout.<br />
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I've missed the deadline because of work basically, long days at client site followed by tired evenings where I couldn't be bothered to get my PS4 controller in my hand let alone a paint brush. It's been pretty demoralising if i'm honest. I've seen Alun get a new codex and models, Craig's really getting into his Orks and all I've wanted is to share the enthusiasm, but have lacked the capacity.<br />
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Thankfully, that schedule of terror is over, so I've hit the paint station pretty hard. I'm using the time to work on a model that I've neglected since it was released over two years ago, namely, the Darkshroud. I've never seen a use for it as I never had enough Ravenwing to make its inclusion necessary but, as i'll explain in a forthcoming post, that's going to change. That in mind, it seems like the perfect time to get this one done, so I've finally got some paint on it!<br />
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I've really taken some time on this one, more than I normally would. I've given a really good attempt at making the the windows look right, the first attempt at shading them was a travesty. I'm happy with how they look now though, Coelia Greenshade and Celestra Grey to the rescue!<br />
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Despite being a Space Marine kit and therefore quite sparse, there is a ludicrous volume of detail on this kit, which is partly why it's taking so long to get done. It's been fun so far though, and really getting my motor running for my latest purchase, but that deserves a post of its own.<br />
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For now, I've missed the deadline, but i'm not going to be downbeat. I've made solid progress on a lovely kit and it's really helping me find the spark that's grown dim of late. I'll get it done in no time now the end is in sight!<br />
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Just so they don't feel left out, here's a couple of close ups of the previous entries for Tale, Deadpool the Vindicare, and Lady D the Callidus! (2 more to come!)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEQJwEzujB7SfXqcykmoeQ0t7EAZWdY2D8D1L2VaGtTbvlwUS4qlrJcgbFCqEIQaLoM8T3IPGdhOD7n7jOlszoXklHr5An3TZvW60fuERL08KN2A4Ff8cw64UsVAbQYrG-O0j1DWQFRBM/s1600/DSC_0994.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEQJwEzujB7SfXqcykmoeQ0t7EAZWdY2D8D1L2VaGtTbvlwUS4qlrJcgbFCqEIQaLoM8T3IPGdhOD7n7jOlszoXklHr5An3TZvW60fuERL08KN2A4Ff8cw64UsVAbQYrG-O0j1DWQFRBM/s1600/DSC_0994.JPG" height="320" width="240" /></a>Anonymoushttp://www.blogger.com/profile/15515601985244324440noreply@blogger.com2tag:blogger.com,1999:blog-6958241644645015279.post-6218006882708308582015-05-01T16:08:00.002+01:002015-05-01T16:08:47.953+01:00Tale of Many Gamers: Trouping the Colour<div class="separator" style="clear: both; text-align: center;">
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Another month, and another unit has been painted. This time, it is my first Harlequin Troupe, and the first half of the Cast of Players formation.<br />
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I was not keen on adding diamonds to this unit as I didn't feel that I could do them justice, but in the end I decided to give them a go on the lapel and cuffs of the Troupe Master. I think that they have come out quite nicely and could probably afford to give them a go on other parts of the model at a later date.<br />
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I've already given this unit a bit of a chance in game, and they were hampered by my shooting being better than expected and they didn't get into combat with any meaty units, but I didn't feel that they were that weak that they would be a weakness if I were to take them again.<br />
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Next on the list is to finish their Starweaver transport and then paint the second Shadowseer and Death Jester to round out this formation. Work had got in the way a bit this month, so I hadn't progressed as much as I would have liked, and I would be lying if I didn't that the new Eldar codex is a bit of a distraction too as I would like to have the Guardian Battlehost formation painted to a high standard, and I even lack a lot of the models for that one.<br />
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As something of a palate cleanser, I bought and painted the new Autarch model over the release weekend. It gave me a chance to work at my edge highlighting and also to try and refresh the Ulthwé scheme whilst also trying to keep the colours as simple as possible. I think it's come out quite well, and is sitting in the display cabinet at the local Games Workshop for now whilst I try and work a schedule to give him a Swooping Hawk retinue.<br />
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So, my pledge for next month is to try and get the Skyweaver and the two supporting units for this Harlequin formation finished, and if I have time either make a start on the Faolchú's Blade formation, or pick something from my Eldar backlog.<br />
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What have you got planned for next month? Has the Mechanicus or Knights caught your fancy? How about that new Assassin game with the new models?Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com5tag:blogger.com,1999:blog-6958241644645015279.post-27694981275526105502015-04-30T23:30:00.000+01:002015-04-30T23:30:47.147+01:00Milestones<div class="separator" style="clear: both; text-align: center;">
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I should have done this post at the start of the month, but this blog has hit a few milestones and also been featured on a Podcast.<br />
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Earlier this month, we marked 2 years of blogposts and 20'000 views. Back when I started writing this humble blog, I did it with no expectations of an audience, but for something that is pretty much a showcase of my humble work, I am over the moon to be looking at these numbers.<br />
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Since then, I have welcomed Matt and Craig to the team and we are rapidly approaching the 100th post, and thanks to Craig, we managed to get ourselves on the <a href="http://theadeptusterrapodcast.podbean.com/" target="_blank">Adeptus Terra podcast</a>. You may have read our write up about the Warhammer World visit, well, now you can hear Sam's viewpoint in the recently released Episode 8, and it is well worth a few hours of your time, especially if you are after something to listen too whilst splashing some paint on that brand new miniature you are working on.<br />
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If you have found us after listening to the podcast, welcome aboard and I hope you enjoy the stay. To round off this post, I want to share the army list that I took against Sam and also explain my thoughts behind the army.<br />
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So, it was 1500 points, I had just finished the Heroes Path formation and wanted to use them, this consisted of:<br />
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<li>Death Jester</li>
<li>Shadowseer with level 2 upgrade, Neuro disruptor and the Mask of Secrets</li>
<li>Solitaire</li>
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these clocked in at 315 points, so were a big chunk of the army. As they were an unknown (mainly because I felt I misused them in the first game) I wanted to have a solid Eldar force to back them up, so I took:<br />
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<li>Farseer with Runes of Warding and Witnessing</li>
<li>Two Warlocks</li>
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I forgot I had the runes on the Farseer as I took a perils on him, but it didn't turn out too bad for me, the Warlocks are both a meat shield and Warp Charge battery for the Farseer to try and help him buff up the rest of my unit, especially as I will always take Guide due to Psychic Focus.</div>
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For my troops choices I took:</div>
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<li>Two five man squads of Dire Avengers, both in the standard loadout Wave Serpent</li>
<li>5 Rangers</li>
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I took Dire Avengers over Guardians as the Harlequins had eaten into my points and I needed to make points savings for the rest of my army, I'm not sure if it comes across as cheesy, but the intention was to make sure I could take the units I wanted in the end.</div>
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Rangers are a unit I will always take, they are some of my favourite models in the range, and they are a nice scalpel unit for 60 points to try and pick out troublesome units here and there, or even draw some fire in the first few turns. At 60 points, they are hardly a huge loss if it goes pear shaped.</div>
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In the Elites section I opted to take:</div>
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<li>5 Wraithguard with D-Scythes</li>
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This unit is sometimes swappable with Fire Dragons and I use them as home field defence. Our local meta likes to drop units from reserve into your deployment lines, I like to have a strong deterrent to defend against this play and then have them move towards the centre of the board as the game develops. As Sam found out, they are very hard to charge as being flamer weapons they get D3 auto hits each, which landed me my magic 6 that dropped the Dreadknight.</div>
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My last two units were:</div>
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<li>A Hemlock Wraithfighter </li>
<li>A Fire Prism</li>
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I have grown to like the Wrathfighter, especially as psychic shriek gives it a bit more utility, and the Heavy D-Scythes are quite potent (if I can ever roll a hit), it's a unit that hardly sees the light of day, but I like to take it as it also gives me another warp charge to the pile.</div>
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The Fire Prism is ever present in my lists, and in this game in demonstrated why. It was guided a few turns and managed to take out a Razorback and a squad of Grey Knight terminators when they dropped down from Deep Strike. The utility of the main gun means I pretty much have an answer to whatever I face on the field and I really feel lost when I don't have one.</div>
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This backbone allowed my Harlequins to shine, the Solitaire managed to hold a group of Grey Knights until the Shadowseer could run in and help finish them off. Which then led to my moment of the game when the Solitaire activated Blitz and ran across half of the board to clean up the remaining unit of Grey Knights and give me the game. I can't wait to face something that can flee from combat to see if the Solitaire really is a monster that breaks you in one turn.</div>
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So, if you have listened to the podcast, I hope that this has shed a bit more light on the list (take better notes Sam!), and if you are new here, I hope that the blog has convinced you to like the page and come back to read about our future endeavours.</div>
Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-48707551340201006252015-04-29T18:23:00.002+01:002015-04-29T18:23:47.396+01:00Craftworlds: Let the Sky Fall<div class="separator" style="clear: both; text-align: center;">
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At the start of the month, I wrote a blog post about how I would adjust the (then) current codex to correct some of the issues that I had with the book. Well, now the new Codex has dropped and I thought, why not go back and see how close I was?<br />
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First of all, I was looking at the Psychic presence of the Eldar, I felt that they needed more clout to compete on terms with the likes of the Grey Knights. Well, I think we are there or thereabouts, I'll need to play them a bit more to try and get to grips with them. Warlocks can go pretty much anywhere with a guardian as a pseudo sergeant upgrade now, and still have a big ball of them in a HQ choice. I think this works a lot better than the previous way of doing it, it's more streamlined and clean.<br />
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As for the psychic powers, they fixed Death Mission by getting rid of it and replacing it with a power that can give fearless and adamantium will in a 12" bubble. It fixes two birds with one stone, one by getting shot of a stupid power and two bolstering the Eldar psychic defence in a way that seems to fit with the nature of the army itself.<br />
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Another thing worth mentioning is the Seer Council formation, it becomes a little Psychic powerhouse in itself by letting you generate warp charges on a 3+. I can see myself using this as it will fit right in with an Ulthwé force, especially if it is led by Eldrad.<br />
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The Hemlock has been adjusted, and it kind of took me by surprise. Thankfully the forced take of terrify is no more, and in it's place you have an extra Psyker Level and a choice of those powers. One of which is telepathy, which will annoy plenty of people by having a flyer that can dance around the field potentially casting Invisibility on some of the more frequently targeted units. Rather surprisingly too, the Mindshock Pod was rewritten almost exactly as I suggested it, it now gives -2 Leadership in a 12" bubble, but only affects morale, pinning and fear tests. Overall, I like the changes to the fighter, especially as it is for no points cost either, I can see myself using it more in games now and not feeling like it is just a highly mobile caster of psychic shriek.<br />
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The Falcon is one that hasn't really been touched stats wise, but has been given it's Cloudstrike Formation rules from Apocalypse, and now that they can be taken in a squadron, it might be a nice little gimmick to have. But still, it isn't a dedicated transport, and it still feels less useful than a Wave Serpent, I'm just not sure that it is a worthwhile investment at 375 points base.<br />
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Howling Banshees, I think they are now fixed. Really, it does seem like they went back and looked at the fluff when they considered this unit. Does not suffer Initiative penalties for dangerous terrain, -2 leadership when locked in combat thanks to the Exarch, cause fear and best of all, No overwatch. So now, they should find it easier to get into combat, but they still have to get there. However, this is why I would use them in the formation detachment that is in the book, if you take them with two other aspect warriors, you can add +1 to the WS, and the detachment grants you a 6" run guaranteed. This means you can move 15" a turn, keep them in cover turn one and you should be punching things by turn two. I'm going to be giving Banshees a try as soon as possible.<br />
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Now, looking at the Wave Serpent, I have to say I am a little disappointed. With all the thought gone behind the other units, this rebalance seems to have just been written by the whining internet crowd. Scatter lasers lost target lock, which, with an AP of 6 only makes them good at forcing saves on models, so will probably be seen less as other options should give better punch, and the Serpent Shield still has it's limp defensive ability now coupled to a one use only shot that has reduced range, strength and effects. It ignores cover and has strikedown, and I still find ignores cover on a gun with no AP very strange as it is very rare that cover is better than the standard armour save. I would have preferred a sub 100 point cost with the Serpent Shield as a vehicle equipment option but I can't really be disappointed that much as it is still a tough unit.<br />
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I also looked at Pathfinders as an anomaly that needed fixing, and Games Workshop fixed them in the same way as they fixed Death Mission, by getting rid of them. Now, they have been given Shrouded as opposed to Stealth, which does mean that they won't be getting easy 2+ cover any more. However, Illic has also been adjusted slightly, by taking him, he grants buffs to a squad of Rangers he accompanies, so by being with the squad he grants them precision shots on hit and also the ability to infiltrate anywhere on the board regardless of enemy proximity. I quite like how this little synergy works as it doesn't feel overcosted any more.<br />
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Which leads me to the final unit I highlighted, the Wraithknight. If you venture into other sites, you will know that this unit has caused the sky to fall. To be honest, it has adjusted the unit to be in line with the issues I highlighted, and it's also eased the pressure on the Heavy Support section too. One thing that we have to remember is that D weapons and gargantuan creatures were added to the 7th Edition rule book, and this is the first book to really embrace the use of these new rules. I like how the unit feels more tough now it is not easily felled by poison, and with a strength D close combat weapon, it should do better than before and actually be a force to be reckoned with. Heavy Wraithcannons will make mincemeat of your armour, but when it comes to infantry, they are still only taking out the same number of models per shot. I'm not all in on making a decision on how it is going to affect the game until I've used it a few times, but it means that those going against it are going to have to have new tactics to deal with it, and in my eyes, that is still part of the fun of the game.<br />
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Besides, Grav Weapons still wreck it, start buying Centurions marine players.Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com2tag:blogger.com,1999:blog-6958241644645015279.post-22444720095848554572015-04-07T14:59:00.000+01:002015-04-07T14:59:09.891+01:00Mecca Shenanigans!<div class="separator" style="clear: both; text-align: center;">
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So, Tuesday came and went (a week ago now). It was awesome. We took a trip to Warhammer World to meet Sam from Adeptus Terra Podcast and to have some games, something the three of us are sorely staved of.<br />
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The day started out with the obligatory road trip and search for on-site parking, a Herculean feat in and of itself with WHW under renovations, and ended with new friendships forged and lessons learnt.<br />
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My first game was against Craig. His Necron's, bouyed by reinforcements from Alun, were out for revenge against my Angels after our last game. I had written a good few lists for the day and thought it would be a fun idea to roll a dice to decide which one i'd be using. List 4. Deathwing.<br />
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Now, Deathwing are the daddy of terminators. They have rules falling out of every armour joint, but, are costed to suit, meaning that model count is shockingly low. Craig was deploying his Decurion (already I was worried) in 10 to 20 man units in a seemingly endless horde, I on the other hand, had 18 models. I'd decided to take my Knight Errant as fire support and my Morits Contemptor for air support and keeping the pressure on his warriors with the twin Kheres Cannons and Cyclone Launcher. This left me with Belial and a bodyguard of 5 Deathwing with a heavy flamer, 5 Deathwing Knights and a Deathwing Squad with a plasma cannon. One of his troop choices alone outnumbered my whole army, you can imagine my optimism at this point was pretty low.<br />
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Craig rolled for first deployment, which was fine. I had precious few models as it was and only 2 were starting on the board so it really played into my hands, however, there's nothing like dropping your Deathwing into your opponents lines and messing them up before he even has a chance to do anything so a seize roll was made, and shockingly, succeeded!<br />
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What happened next, as Craig has already touched on, is that I gave the initiative back. Why? Deathmarks. Their ability to deep strike in out of sequence and shoot before I get to has the potential to absolutely slay my chances of Deathwing Assault paying off in any way. If I go second he has the possible scenario where they come in at the start of his second turn and I can then deploy in safety. It was a gamble I was willing to make.<br />
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So the game started with Craig moving forwards with his Warriors and Immortals. Luckily for me, we were using short board edges in Maelstrom mission 5, so when he looked to shoot, my Knight and Contemptor were out of range. No incoming fire signaled my turn 1. I didn't deep strike. I moved the Knight and Contemptor forwards to grab two objectives gaining an early lead, blew a small whole in one unit of Warriors with the Knight, floored a couple with the Contemptor in another unit and then handed back to Craig.<br />
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The bugger managed to roll a 2, keeping his Deathmarks in reserve and allowing him to use their rule when the Deathwing came in, damn. He moved forwards again but luckily only a handful of Warriors could reach either of my walkers so they remained unscathed. Then it was my turn. Deathwing Assault began. The Deathwing Knights flew off the board and ended up back in reserve. Belial and his unit deep struck into a whole between a unit of Warriors, a wooded area, a building and a unit of Immortals. This meant that with the way everything had been placed the Deathmarks couldn't shoot him! his unit would not be wasted before they got a chance to shoot. The other unit of Shooty Deathwing dropped into my deployment zone. One of my Objectives was to have 3 units within 12" of my board edge, this achieved that and also meant that the only unit that would be able to shoot them would be the Deathmarks that would surely appear when I was done moving. Sure enough, they landed right next to me, so, after they failed to kill anything I shot them with a plasma cannon, which hit, and felled all but one of them. Belial and his unit accounted for 1 dead Warrior, lets not dwell on that :P<br />
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Belial and his unit now got shot at, unsuccessfully. Then the other Deathwing got shot at and lost a man. The Knight saved his wounds and the Contemptor took a hull point. Then the picture up top happened. Belial and his boys were charged by an ungodly volume of Scarabs and 3 Wraiths. It took 2 rounds of combat for the bodyguard to die, only 1 Scarab base and 1 wound on a Wraith in reply.<br />
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The rest of the game went as follows;<br />
Stuff moved, shot and died (or not). Objectives were met (or not). I think we can both agree that the main focus became the Overlords desire to cripple the Knight and Belial's ongoing struggle against the odds.<br />
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The Overlord charged the Knight, the Knight hit first, hit all 3 times, then rolled 2 2's and a 6. I rolled 2 D3's and got 5 total wounds, then I rolled the D6 and rolled a 5. Craig sadly failed his RP roll's against the 11 wounds, and the invul's against the others so the Overlord died without causing any damage, much to my relief, the Void Reaper is terrifying<br />
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Belial had survived, by conservative estimate, over 100 incoming attacks after his bodyguard died, losing only a single wound. This is way above the normal tolerance for a Terminator, even with a 2+/4++ and multiple wounds. Time was running out, he didn't have enough high rolls left in him to last much longer so was greatly relieved when the Deathwing Knights, having just used Smite on the damned Spyder, came to join him. Losing the Spyder meant no RP or Shred for the Scarabs and Wraiths, meaning less saves to take and no returning from the grave. The Knights smashed the Wraiths to bits in the turn they charged along with a base of scarabs and Belial managed to kill another base of Scarabs to boot. The rest would not survive the next turn, following on from which the rest of the depleted Decurion would be not far behind.<br />
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I won the game 7-4 on Tactical Objectives at the end of turn 5, but we both agreed that had we played turn 6 it would probably have been a tabling for Craig's Necrons.<br />
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I thought I was going to lose before I even selected my army list, more so when I was handed the Deathwing, but it was a good list to be given in the end. The low model count really helped me focus on what targets I needed to prioritise and where I needed to put them. Deathwing Assault was a godsend as it put Craig off during deployment so much he did it back to front out of suspicion of where i'd deploy. It wasn't a clean victory though, the fight with Belial showed that luck is a massive factor in this game, but it wasn't completely disheartening for Craig either. We both learned a lot about our armies and had a bloody good laugh doing so.<br />
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Final thought: Psychology is a massive part of the game. Craig's fear of my eventual deployment pattern was as much a stumbling block for him as my fear of his RP rolls was for me. There's another post in that I thinkAnonymoushttp://www.blogger.com/profile/15515601985244324440noreply@blogger.com2tag:blogger.com,1999:blog-6958241644645015279.post-29735881585797989622015-04-06T21:52:00.000+01:002015-04-06T21:52:20.561+01:00Boy That Knight HurtsHey guys Craig again<br />
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Some of you may be aware the guys here at the Path of the Artisan had our first blog trip to the Mecca of geek, Warhammer World. It started off fairly early with breakfast and chit chat whilst we waited for our fourth member, Who just happened to be Sam from the <a href="https://www.facebook.com/TheAdeptusTerraPodcast" target="_blank">Adeptus Terra podcast</a>.<br />
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After introductions we decided who took on who. I was pitted against Matt with his Death Wing, a Contemptor dreadnought and to make things worse a Knight Titan. For some reason Matt decided to give me first turn which threw me off completely. I knew that either turn one or turn two his guys would be dropping on me with twin linked everything, So maybe this was the reason I had first turn.<br />
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After looking at my deployment I could see I had deployed like a NEWB. I had deployed back to front all of my fast stuff at the back whilst my footsloggers was at the front ready for a pounding from the Knight.<br />
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This is exactly what had happened. First turn I couldn't shoot anything just moved everything forward. Matts turn one and nothing had come down, then it started raining imperial shells on my Necrons head. All I can say is thank goodness for the Decurion other wise it could of been over a lot sooner.</div>
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My turn two things moved slowly forward again. only a few model in shooting range of the knight and the contemptor. So I tried my luck. Nothing!!! I know that obviously I need 6's to glance it to death but when both the dreadnought and the knight both have invuns and I need 6's things needed to be bad for Matt.</div>
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Turn two for Matt and everything came down and it came down hard. Belial and his cronies came from the right, his deathwing knights didn't come come they went into ongoing reserves and another unit of normal terminators for some reason deployed in his table half. I thought now was the time to make my death marks work so they came in and tried to shoot them off the board in one go, AND....... nothing. not even a bean. So obviously Matt shot them off the board all but one. He passed his leadership test and stayed there all on his lonesome. Belial and his boys took off a view warriors nothing too special. </div>
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My turn 3 and I needed to do something special other wise this was going to be a slow game inevitably me dying. So I charged my scarabs and my wraiths into Belial and his terminators thinking one round will do it and move on. I was so wrong. I focused most of my shooting on his knight and contemptor only taking a hull point off here and there. These guys can take a boat load of punishment. Combat was here now and this surely had to be Belial's time to die. Unfortunately not. My wraiths and Belial struck at the same time it just seemed that nothing was going to die on ether side. If anything my scarabs did all the killing not the wraiths. After this combat nothing went my way at all.</div>
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The Knight rained down shell after shell and model after model was being taken off. In close combat Matt's death wing knights came into combat to help about Belial nothing really survived after that. I kept trying to chip off hull points of his big nasties but nothing was putting them down, so I decided to charge him with my lord. Necron overlord with the voidreaper. (+2 Str, Armourbane,Fleshbane and master crafted) If I could survive the initial St D attacks he was dying and fast. but he had the same fate as most things that gets in a Knights way, DEATH!!! Shortly after this we called it for lunch probably at the right point before all my models got taken off.</div>
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The game ended and it was 7-4 to Matt. Thank goodness for tactical objectives otherwise it could of been a white wash.</div>
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So things I have learnt from this game with Necrons. Always prioritize your targets, I was going for the contemptor and the Knight when really it should been one or the other. Send scarabs after vehicles and warriors after other man sized things. Even though they have the ability to glance vehicles to death scarabs can do it better and faster.</div>
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Things I have learnt from the Knight Titan is either kill it or leave it. I thought with all of my glancing shots that the knight would of died and died quick, however this was not the case. I needed to prioritize my targets. I should of took out either the knight or the dreadnought first then moved on to the next.</div>
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Also at all costs make sure to not get into contact with the Knight unless I have initiative 4 or higher and can kill it in one go. At the minute I have nothing specially as the Necrons are all initiative 2 (apart from wraiths with whip coils)</div>
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I certainly had fun playing Matt especially as this was my first game with the tactical objectives. I can safely say the 40k bug has bit me and bitten me hard.</div>
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Until next time guys.</div>
<br />Anonymoushttp://www.blogger.com/profile/17604274361621406152noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-35655079604397742262015-04-02T17:45:00.003+01:002015-04-02T17:45:36.822+01:00Craftworld Problems, or How I would adjust the Codex<div class="separator" style="clear: both; text-align: center;">
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So, rumours are abound that a new Eldar codex is on the horizon, and with a lot of product vanishing from the website, I'm kind of expecting something to happen.<br />
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To be the first 6th Edition Codex to be updated makes some sense, the Harlequins have their own codex now so need to be removed like what happened with the Dark Brethren, and also, Eldar are a Psychic heavy race, and at the moment, their rules in the new Psychic phase are scruffy and their punch lightweight. But here are a few thoughts on what I would change.<br />
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<b>Psychic: </b>I mentioned this above, but the Eldar need to have a redesign around the new psychic phase. This was made obvious when I played Grey Knights and they just out muscled me to the point that I just couldn't do anything about them. A race with such a strong psychic presence needs to be punching around the same weight as the Grey Knights without outright copying the rules.<br />
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Also, we need to look at the Psychic powers, and I am looking at Death Mission for one, that power is garbage. I have never seen it used so it should be redesigned or replaced. Some other oddities like "Restrain", why would you stop a unit from running if it is within 18" of you? That's danger close as it is.</div>
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If the rumours are true, I can see this being the main reason that the book is being redone first as it doesn't make sense any more.</div>
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<b>Hemlock Wraithfighter: </b>This unit is slowly getting into my good books, but it can be so much more. It's default power of Terrify is just no good any more. It used to remove the Fearless rule (which annoyingly did nothing against Marines because of the unholy ATSKNF), but now it is -1 to Leadership. It still makes the other units have fear now, but because it doesn't remove fearless, it's useless. Psychic Focus giving it Psychic Shriek started to help, and for that reason, if it was to have one power again, it should be this. I would also rewrite the Mindshock Pod to -2 Leadership rather than re rolling failed leadership tests, then, it would be the monster that is described in the fluff.</div>
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<b>Falcon: </b>In my opinion, the worst unit in the book. I feel that it is the bottom of the pile in the packed Heavy Support section, you wouldn't pick it over the other options, and you wouldn't pick it as a transport as the Wave Serpent is better. However, I think it is an easy fix. Make it a dedicated transport, possibly for the Aspect Warriors only, and make it an Assault Vehicle. It is then useful and offers a solution to other problems.</div>
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<b>Howling Banshees: </b>Toughness 3 units, slogging it across the board, with no invulnerable save and can be neutered by standing behind a bush. What they need to be is Harlequins, but that is also what they won't be. The design team needs to look at the fluff that describes them, and then figure out how they can design the rules to make that happen, at the moment, they are the bottom of the pile Aspect Warriors.</div>
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<b>Wave Serpent: </b>OK, I'll get it out into the open, I don't think they are as broken as people make them out to be. Yes, they put out a lot of shots, but they don't ignore armour, so I have never seen them take swathes of units off the board. I think the problem is, most people forget they have two modes, because leaving the shield up is not a great investment, so it is always being shot. I think the fix is to make leaving the shield up more enticing. What if it gave a Quantum Shielding type effect? If the shield is up, you gain +1 armour to front and side, and if you take a penetrating hit, you lose the shield, both defensive and offensive? At the moment, reducing a pen to a glance on a 2+ is only good from single shot weapons like a lascannon or the such, but because they are so offensively dangerous, I find they get glanced to death more often than not.</div>
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Also, Scatter Lasers may be a little too good, maybe only give target lock if you hit on a 5+ or 6, or give target lock to pulse lasers only? I think an issue that never gets mentioned is that they are very mono-build, and if a unit is like that it is, in a sense, broken. Let's make other options viable so that we have to build our transports for a purpose, rather than the cookie cutter build it is at the moment.</div>
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<b>Wraithknight: </b>OK, it needs fixing, but again, I'm looking at this from a different view. Nerfing the Strength and Toughness is out of the question, as this would have knock on effects for the Wraithlord and Wraithguard and nerf them to uselessness (lets face it, the whole point of them is that they are tough), what we need to do is look at their loadout points value. As it is, I would probably say Double Wraithcannon is too cheap, and the Ghostglaive is too expensive. At standard loadout, a Wraithknight is 240points, but if you choose to go with the blades, with double starcannon it is 300 points. I would say the points need to be swapped around, or the very least, have the Knight base 240 with no weapons, and then you have to pay for equipment. The Ghostglaive is designed for the Wraithlord, as the knight can make no use of it's +1 strength, and it is AP2 anyway, so you are paying for mastercrafted and a 5+ gimmicky invul. The base knight will be hitting at S10 AP2 anyway, and has better ranged weapons so whats the points? I would like to see the glaive equipped knight gain +1WS, I would even accept that at the expense of Master Crafted.<br /><br />I can't comment on the Suncannon as I have never used it, but as with the Wave Serpent, when people go with the same loadout all the time, we have a problem.</div>
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<b>Pathfinders: </b>Rangers are fine as a budget troop choice, but I don't see the allure of Pathfinders. In the previous codex, the 5+ upgrade was taken without question, from 19 to 24 ppm wasn't as big of a deal as 12 to 25 ppm added with the fact that you have to take Illic too. Speaking of Illic, i'd like to see him either have a bit more punch or a drop in points value, but at the moment, i'm not convinced.</div>
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Well, those are my thoughts about the situation, if you are an Eldar player or have fought against them, do you agree or disagree?</div>
Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-67132351355003945452015-03-31T23:05:00.001+01:002015-03-31T23:05:30.231+01:00Blog Vs Podcast<div class="separator" style="clear: both; text-align: center;">
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It's been about 12 months since my last pilgrimage to Warhammer World, so I though it was about time that this injustice was put to rights. Myself, Matt and Craig made the journey and also invited Sam from the <a href="http://theadeptusterrapodcast.podbean.com/" target="_blank">Adeptus Terra</a> Podcast to come and join us for a day of gaming.<br />
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I'm sure the other guys will put up their words about the day later, but whilst it is fresh in the memory, I'll try and review my side of the epic games that we had today.<br /><br />The day started with a 1500 point game of an evolution of the Eldar and Harlequin list that I ran the in my last game against Craig against Sam's Grey Knight army that he was building for his Escalation against fellow host Matt.<br />
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I'd learnt from my previous game that although the Heroes Path formation doesn't allow the three models to join units, they looked to work best when played around each other as opposed to working alone. I also decided to take the Harlequin psychic discipline to see how that would fair.<br />
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This game was a real eye opener for me, as everything really went to plan, despite a hairy moment where my Wave Serpents were both wrecked in quick succession. The Fire Prism continues to stake a claim as my vote for best unit in the Codex as it's variable firing modes proved to be the right tool regardless of the job, managing to drop a whole squad of Grey Knight Terminators in one round of shooting. The Hemlock is continuing it's upward path of favour as the D-Scythes started to hit units and cause a few kills, along with the ever useful Psychic Shriek collecting a few more bodies.<br />
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The Dire Avengers, in squads of 5, proved useful once the Serpents had been wrecked, as they could keep using Battle Focus to take a few shots and retreat to cover turn after turn, however, I do need to learn the joys of firing priority as a few times I would shoot with one unit to leave another out of range. Sam unfortunately came up against the problem of assaulting D-Scythe wielding Wraithguard as their overwatch instant killed a Dreadknight by distorting it from existence. These models are quite expensive to put in a unit, but their ability to pretty much prevent you from getting into close combat is invaluable.<br />
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Finally, the Harlequins. They were sent up against a Purifier squad and the synergy that all three models have really helped to cut through the squad. The Death Jester got a kill in the first turn, but the high leadership of the Grey Knights meant they wouldn't be running off the table any time soon, but once the Solitaire managed to get in, the tables turned. It's very helpful to remember that he has Furious Charge, as attacking at Strength 4 gave me the opportunity to win the combat. If I was against weaker units, the Solitaires strength at running down units would have come into play, but not against marines. After a few turns of fighting, the Shadowseer managed to join the combat to ensure that the Purifiers fell, after this, the Solitaire used a Blitz on turn 4 to dive across the table to engage the single remaining unit and drop it to give me a total victory after that turn as Sam sadly had no forces left.<br />
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After lunch we headed into the second game, where we decided to play one big 2v2 game. Myself and Matt faced off against Craig and Sam in a fluff breaking Dark Angel and Eldar versus Necrons and Grey Knights match. This time, we played a Maelstrom game with a few adjustments. We each had our own warlord and our own set of objective cards each, these changes made more sense as we were pretty much ignoring the ally rules for the sake of a good game.<br />
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On paper, an army that has two Imperial Knights and two Wraithknights must seem pretty broken, but sadly, our side lacked the volume of fire to really dent the opposition who came at us with numbers. It's a lesson that I'll have to take away with me this time, but it didn't affect the game too greatly.<br />
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After scoring a few early objectives I found myself stuck in the mud again. My sword wielding Wraithknight failed miserably to take out two Tomb Blades an ended up in combat with the Overlord armed with a dreaded Voidreaper. I should have been able to instant kill him, but my poor dice rolls, coupled with Craig making his 5+ reanimation every single time put pay to that plan.<br />
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At the back of the field, a shunting Dreadknight and deep striking Terminator squad kept my Wraithguard busy. My poor rolling continued as most of my army just failed to hit, let alone wound most of the enemies sitting around and threatening our deployment zone.<br />
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By the end of turn three we had to call the game as it was approaching closing time and at that point we had enough points to claim a victory, however, I am under no illusion that if the game was allowed to play to it's conclusion, we had have lost due to the weight of numbers.<br />
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Overall, it was a fun day of gaming, and I would like to thank Sam for sharing that day with us. I can't wait for the next time we can thrown down the dice again.Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com2tag:blogger.com,1999:blog-6958241644645015279.post-13034877673195789582015-03-22T15:20:00.003+00:002015-03-22T15:20:47.713+00:00Post Carnage: Eldar Vs Necrons<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQWvN6ck3lTzPI41mpUAohTd4r5tHroSByZ7T08relmDl56x3Fxro4MWhFxpjYSciPYrf8rH9rKpTcmUArqY5QOiyNR3VU2lql11dfVHb50qHHV2jVi4LnLKpT2EDqLGXHQoNTueZrhOI/s1600/harlequees.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQWvN6ck3lTzPI41mpUAohTd4r5tHroSByZ7T08relmDl56x3Fxro4MWhFxpjYSciPYrf8rH9rKpTcmUArqY5QOiyNR3VU2lql11dfVHb50qHHV2jVi4LnLKpT2EDqLGXHQoNTueZrhOI/s1600/harlequees.PNG" height="200" width="165" /></a></div>
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I took the Harlequins to the tabletop for the first time today against Craig's Necrons. It was an excuse for me to use the Heroes Path formation and use the new miniatures for the first time along with trying out a few counter tactics for taking on Necrons.<br />
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The Solitaire was the first unit I was interested in seeing in game. He's a fair chunk of points for a load of special rules and decent enough stats, but it's one thing mathammering it and another actually using it.<br />
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The Infiltrate special rule was useful in this game, it allowed me to get the Solitaire close enough and hidden away to allow me to charge in turn 2, the 12" standard move helps with this too as you can give him a bit more distance from your target.<br />
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When I got him into combat, I was flat out underwhelmed by the performance. 6 Attacks, +1 for two melee weapons, +1 for charging resulted in me taking out a single Necron Warrior, they are helped by the increased survivability from Reanimation Protocols and a high Leadership to practically ignore fear but I was expecting more. Being equipped with a Kiss and Caress is practically redundant save for granting an extra attack in combat. Honestly, I think he would be more useful with the Embrace to give D3 S6 Hammer of Wrath attacks instead of the Kiss, especially when you consider how he moves in the game and what he represents. He may be a Solitaire, but he needs backup, I can see that his power will come from hitting a unit, winning the first turn of combat and causing them to break before running them down with his godlike initiative, the problem here comes from trying to break high leadership Necrons or Space Marines and not being able to run them down.<br />
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In his defence, I think I misused the Shadowseer. He needs to be up in the face of the enemy to be able to use all the tricks in his arsenal. I gave him the mask and the disruptor which both have 12" ranges, but was sat in a building away from the enemy being a psychic sniper.<br />
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I rolled on Telepathy this game as I feel that gives more use for a solo Shadowseer, however, the powers I had were again pretty much negated due to Necrons high leadership. Another vote for getting him stuck in more, however, he doesn't have the 3++ that the Solitaire has, neither does he have the high mobility so would be more prone to being cut down before being useful, however, the stealth + shrouded buff from the formation does offer a 4+.<br />
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In the end I'm holding my judgement on this unit, I need to use it better and I feel that the three units in the formation need to work together in order to stack Leadership debuffs and get the best out of the high points cost for the formation.<br />
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The Death Jester was a sound unit. At only 60 points, it's hard to complain. He was stuck up in a building and fired the Shuriken Cannon at things, it's hard to go wrong with a unit that simple.<br />
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The Shrieker ammo didn't work for me this game, but I put that down to facing Necrons, I still reckon its use is against swarm armies with their masses of 5+ armour units. Also, I would probably keep him close to the other units in the formation, as I have said multiple times, his special rule again is based on leadership debuffs, which would be stronger when combined with the others.<br />
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It's probably my own fault for seeing the rule as them having to run as individual units as part of the formation doesn't mean that they can't run together, they just don't for a squad or play well with others.<br />
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Special shout outs to the Night Spinner. It's a hidden gem for facing Necrons, the monofilament rule gives it +1 Strength for units with 3 or less Initiative. That brings it into Instant Death territory and a very helpful -1 to Reanimation. When you are coming up against hordes of undead metal skeletons, anything with the monofilament rule is going to be useful.<br /><br />
The Vauls Wrath support battery could also be useful as it comes in a little cheaper, but lacks mobility and is not able to get to the magic strength 8 and I feel being able to hit hard and as many models as possible is the key to facing Necrons.<br />
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I have another couple of games coming up soon, and I will probably be using this formation again, I'm going to take what I have learnt here and apply it and hopefully unlock the power of the Harlequins.Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-70577341670855318862015-03-19T21:23:00.000+00:002015-03-19T21:23:00.038+00:00WiP: Shadowseer<div class="separator" style="clear: both; text-align: center;">
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A quick work in progress for my Shadowseer. I quite like the black and red quarters and it is leading me to question my colour scheme for the troupes. Initially, they were just going to be red and blue in different variations to represent the three troupes, but now I am thinking of going red/black, blue/black and red/blue. It's probably something I'm going to be pondering as I aim to finish this model at the weekend.Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-32253613742438852622015-03-16T12:18:00.000+00:002015-03-16T12:18:07.693+00:00Formations<div class="separator" style="clear: both; text-align: center;">
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Formations are fast becoming a big deal with the hobby, especially with the advent of the Necron Decurion Formation, which is made of smaller formations. It's a confusing and rule packed system Me, Alun and Craig have had a good few discussions about, including but not limited to;<br />
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How do they work?<br />
Do they cover FoC slot?<br />
Do they count as allies?<br />
Can I take more than one?<br />
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Those questions we've pretty much answered now and Alun is making strides with this new system with the aforementioned Decurion and some of the new Harlequin ones. Seeing how he's using them and how they fit into a force has got me interested so I've decided to jump on board the Formation express!<br />
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So far i'm only in the planning stages for most of my Formations. As its something I've so far ignored i'm starting from scratch.<br />
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The only exception to this is that I have the Unrelenting Hunt Dark Angel Formation. I'd not include that as one I've planned as it contains the units from the Dark Vengeance box and its expansion kit, which I already had when the Formation was released.<br />
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At the minute i'm looking at 3 Formations in particular that cover a lot of bases.<br />
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First up is the Assassinorum Execution Force.<br />
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This is a very simple one really. Want to take all 4 Imperial Assassins? Good news! This formation allows you to do just that whereas you'd normally be restricted to just the one. It's god awful expensive points wise (600!), but a whole lot of fun as your opponent is going to be hard pressed to deal with them all. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidWtgCaRkPW-0OIxWR86ARglRSuunPVbCklTL1lE5uXptoTzrPVHUhxkStZH1zQIXm_8zw1JXqTymyVqstJYUzrRibwgG1aki7KxORlx1-y35LINoSPY0EqD4Ml-gl9Ol9rgidRlYOInE/s1600/DSC_0879.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidWtgCaRkPW-0OIxWR86ARglRSuunPVbCklTL1lE5uXptoTzrPVHUhxkStZH1zQIXm_8zw1JXqTymyVqstJYUzrRibwgG1aki7KxORlx1-y35LINoSPY0EqD4Ml-gl9Ol9rgidRlYOInE/s1600/DSC_0879.JPG" height="320" width="240" /></a>I've got a theme for this Formation and its not based on 40k. Anyone that knows me knows I quite like Deadpool. I found the old OOP Vindicare Assassin model in my bits box and painted it up to look like him and shortly after spotted this panel during a re-read of Deadpool Kills Deadpool.<br />
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What I see there is, left to right, Evesor, Vindicare, Callidus and Culexus. That's the Formation right there! Not sure if/how to include Pandapool yet but i'll think on that.<br />
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I'm already well under way with this, i'm now 50% in but for undisclosed reasons i'm not able to post pictures of the second one yet (wait til Sunday!).<br />
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I did want to do them a Valkyrie with the Deadpool logo on but seeing as they can't join units, even each other, that kind of ruins that idea, though I may still do it anyway.<br />
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Here's a few pictures of Deadpool himself just to give a feel for how the Formation will look in 40k terms.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbSZZ_8fY8jqFrbVu2HbG9A5XHLC-PzNzn2Ckg-0ae_4hGf3UG_QF4s2_4FW97GyP_Oh3XaSJFVW_T27CejL5qq5NZ6d8YoDfeqLWAHAco48cYDq1zOVT57LE9GrqgJ80u6ncd3EnqACA/s1600/DSC_0889.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbSZZ_8fY8jqFrbVu2HbG9A5XHLC-PzNzn2Ckg-0ae_4hGf3UG_QF4s2_4FW97GyP_Oh3XaSJFVW_T27CejL5qq5NZ6d8YoDfeqLWAHAco48cYDq1zOVT57LE9GrqgJ80u6ncd3EnqACA/s1600/DSC_0889.JPG" height="320" width="240" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh57SxGMO-A2AcXkAvKh4TU6DUdZMMuE2suNYGZQgcn7_HLFZR5nx9Da9d1eQ_DlrArks3pZuVN5kBv1txqZkZCzHwYU045LSRSO5eWy7DPVnG6MlNBWGxopSLFeiCmhg4zMdwv0RnGoyI/s1600/DSC_0901.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh57SxGMO-A2AcXkAvKh4TU6DUdZMMuE2suNYGZQgcn7_HLFZR5nx9Da9d1eQ_DlrArks3pZuVN5kBv1txqZkZCzHwYU045LSRSO5eWy7DPVnG6MlNBWGxopSLFeiCmhg4zMdwv0RnGoyI/s1600/DSC_0901.JPG" height="320" width="240" /></a><br />
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Next up is the Dark Angel Librarius Conclave. This one is a bit of a no brainer for me. I like using Librarians but they do seem to be a bit underwhelming. This Formation combines Ezekiel an 2-4 other Librarians in such a way that you can almost choose a power for Ezekiel to use, and double its effective range to boot. It's as points cheap as you want it to be and adds a nice dimension of synergy to your usually bland Astartes Psykers.<br />
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Lastly we've got the Militarum Tempestus Airborne Assault Formation. The rules for the models within this Formation are awesome enough but the Formation rules make them pure hobby porn. I'll be doing these guys with a theme too, i'm going for a Helghan theme as it's practically the first thing i thought of when i saw them. (Alun spotted that too)<br />
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It's not a cheap Formation by any means and won't be done anytime soon but it's on the cards for being started in a few months time.<br />
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Ultimately I wanted to choose 2 or 3 Formations I could drop in to a list to shake things up a bit and get out of my normal play style. I think with the three i'm looking at above I've achieved that. None of them are below the 250pts mark though, so its a significant points investment to take one, but who cares, we're all just here to have fun!Anonymoushttp://www.blogger.com/profile/15515601985244324440noreply@blogger.com2tag:blogger.com,1999:blog-6958241644645015279.post-71800581762324102442015-03-15T18:14:00.002+00:002015-03-15T18:14:51.209+00:00Harlequins: Death Jester<div class="separator" style="clear: both; text-align: center;">
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I've recently wrapped up the painting on the Death Jester, and with it the second part of the Heroes Path formation.<br />
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He's quite a fun little miniature to paint, but not without it's issues. Annoyingly, the gun is not separate to his arms, so you can't leave it off for painting. The part with the gun actually forms his right arm and the lapel of the jacket, and this needs to go in before you fit the part that forms the tasselled part of the jacket and the left arm. I don't think it has affected the finish too much, but it is going to be taken into consideration when I paint the third Death Jester for the troupe.<br />
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Having the face bone and black was a happy accident, I was going to have the face white, but after finishing the skull, the black side gave it a very sinister look that I was keen on maintaining. So the teeth were painted white and there was some red added to the raised sections, it looks OK now, but I may revisit it to try and define that side a bit more.<br />
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The Death Jester goes right next to the Solitaire, and the one thing I wanted to do was have them with distinct styles but still tie into each other somehow. In this case, both miniatures share the colour purple, albeit darker on the Death Jester to convey his more sombre presence.<br />
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The remaining miniature for this formation, and indeed my painting competition entry and first Tale check in is the Shadowseer. This has already had some paint thrown on it and I am looking forward to getting it finished and then trying out this difficult looking formation in a game.<br />Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com0tag:blogger.com,1999:blog-6958241644645015279.post-52610855187145289262015-03-14T13:16:00.000+00:002015-03-14T13:16:40.534+00:00Army Showcase: Craftworld Ulthwé<div class="separator" style="clear: both; text-align: center;">
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After tidying the house a few weeks ago, I decided to get my Eldar army out of the case and just take a visual audit of what I have painted to try and give me an idea of where I want to go with it in the future, Whilst doing this, I took a few photos too, which I would like to share with you.<br />
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My HQ section comprises of a Farseer, Eldrad and my converted Warlock and Autarch. I'm quite keen on having a Farseer lead my army, as the psychic powers really help with how I play. 7th Edition 40k also brought with it power dice, and as I wasn't that impressed with the ancient Warlock sculpts, I decided to build my own so that I could throw a couple of extra dice into the pool each psychic phase. I based these Warlocks on how they were described in the Path of the Eldar series, Warriors who hadn't quite reached the level of Farseer due to them still trying to control their war mask. As such, they are based on the Dire Avenger and Storm Guardian kits to get the desired look. The Autarch was converted to represent the "bargain basement" loadout of power sword and Avenger catapult, I've not used him very often as my thought process is to use him to control reserves and perhaps replace a Dire Avenger Exarch. Sadly, I don't usually run with reserves in a game, but I will probably look into it sometime in the future to try and break up my standard way of play and make it more interesting.<br />
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I've got quite a number of troop choices, Dire Avengers, Guardians, Rangers, Windriders, and (when I paint a better Spiritseer) the Wraithguard. It's because of these that I have never gone unbound with my army, Rangers are my favorite unit in the game (visually and fluff at least) and I always try and take Guardians to fit the background of the Ulthwé Craftworld. I have a couple of squads of Dire Avengers, but I usually take Guardians over them, I much prefer the versatility of the weapons platform and being able to take up to 20 at a time over the increased weapons range and armour save plus the Exarchs varying loadouts. The Jetbikes have been slightly converted to use the more modern Guardian body and also have a centrally underslung Shuriken Cannon. It's only a minor change, but it does give them a look which ties in better with the rest of the army.<br />
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My feelings on the Wraithguard have changed over time, at first I would always go with the Wraithcannons over the D-Scythes. But in more recent times, the usefulness of the flamer template in both attack and defence have meant that I lean towards those more these days. Especially when they are usually zooming around in a Wave Serpent.<br />
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When Ilic was revealed, I was so excited about the prospect of a Ranger character. Sadly, he hasn't lived up to my lofty expectations due to the sniper rule on his gun and my personal misfortune when it comes to 50/50 odds. When the Eldar codex is updated, I would like to see his points cost reduced to around 100 points to make him more enticing, but that may not be for a while yet. Despite this, I am a big fan of the model and will always look for an excuse to use him in bigger games.<br />
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I have Banshees. Banshees are terrible. But because of this, I want to make them work. I think I have used them in one game, where they were shot by Deep Striking Deathwing, failed their leadership test and ran off the table. A smaller squad of Wraithblades are more survivable and do more damage, and with the advent of the updated Harlequins they may be gathering dust for a bit longer. It's a shame, I don't like to see models reduced to obsolescence because of unfavorable rules.<br />
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The Fire Dragons are a recent addition, and I actually have a full squad of 10 (only half painted at the moment). In the fluff, I find them to be the most hilarious of the Aspect Warriors, all of the other shrines dedicate themselves to mastering combat of various kinds and utilising interesting weapons. Fire Dragons are given a Meltagun and told to run at the nearest tank. Luckily for them they do it very well. In an Apocalypse game they were one dice roll off taking a Baneblade down in one turn, and they are very good at holding the back line when Deathwing Terminators deepstrike into your back lines.<br />
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The Crimson Hunter was my first attempt at working with an airbrush, and it really sold one to me when it delivered the smooth finish I was looking for. However, this is another unit that I rarely use, the local scene doesn't really see a lot of flyers, and I see this unit as the Eldar anti-air solution, maybe I'll have to revisit the Hunter when it comes round to me looking at the Voidraven.<br />
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I have two Wraithknights, one with the standard Wraithcannon loadout, and the Ghostglaive one, which I decided to have a bit of fun with. I initially wanted the blades to be wrist mounted (think Pacific Rim) but in the end went with the reverse grip. Using a Wraithknight in close combat is not really that good I've found, he's more of a tarpit than a killing machine, but that may be down to my dice rolling. I do favour the wraithcannons more (despite them having a 50% hit ratio), combined with the quick movement, you can really take out enemy armour just by looking at it with this guy. I would like to eventually get one armed with a Suncannon to round out the options and also satisfy the conditions for the Dreamwalker formation.<br />
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The Wraithlord is the sad casualty of the introduction of the Wraithknight. This one is set up for the 5th Edition Codex with what was then twin-linked Scatter lasers, because if this, it's not that ideal in the current era. I would like to get another few Wraithlords with more appropriate equipment because I do still like them. They are still tough and only half the price of a Wraithknight, and those points can be spent elsewhere.<br />
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The Nightspinner has only been used in one game, I think it suffered from new model syndrome. It was a joy to paint and I hope to use it in a game again. Unfortunately, it lives in the Heavy Support section, where a lot of the best options for the army live. I only rank it above the Falcon, not because it's bad, but because everything else is better. Which brings me to my personal choice for best unit in Heavy Support and best unit in the book, The Fire Prism. I painted this tank in a weekend, and frankly, it shows. But it is so good in the game I keep on using it. It is so versatile that it can be used to cover most weaknesses your army has. In the future, I will replace this guy and increase their number to five for Apocalypse insanity.<br />
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The Wave Serpent needs no introduction, but I have struggled to finalise a paint scheme that I am happy with. I think that I have finally found it though. The bone colour stripe along both sides I really like. I'm looking to get four of these, I think it is a nice round number without going to far into serpent spam territory, but I am planning on painting a heck of a lot of serpent chassis. I'd better get used to painting them quick.<br />
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Finally, the Hemlock. At first I hated this, then 7th Edition came, it got Psychic Shriek and I love it. With it just having Terrify, it didn't really live up to the background as depicted in the codex, but with Psychic Shriek, I think that it finally does. Why it never came with that in the first place boggles my mind. I tried to base the colour scheme off the artwork in the Codex, which is why I stained the cockpit blue and also gave it a blue wash which does give it a strange effect in certain lights.<br />
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That wraps up my army at the moment, I have more units waiting in the wings, along with Harlequins and the Dark Brethren, which should keep me busy until they drop some more Eldar goodies in the future.<br />
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Thanks for reading, I know it's been a long one.<br />
<br />Anonymoushttp://www.blogger.com/profile/05178109093566813496noreply@blogger.com1tag:blogger.com,1999:blog-6958241644645015279.post-80101834198337784912015-03-13T18:41:00.001+00:002015-03-13T18:41:51.429+00:00WAAAAGGGGHHHH at the MoonHey Guys, Girls and Xenos<br />
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Craig here with another blog post.<br />
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As most of you will be aware our local store is rapidly approaching the first hand in for Tale of Many Gamers. This year I have vouched to stick this to the end and at all costs.<br />
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The time scales for this year seem to be more manageable so I can really focus on the finer details and getting things right. Rather than rushing things and messing up. One unit from scratch ready for the fist Saturday of every month right up until December.<br />
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If you read some of my other posts you will see that my spark has been reignited with 40K (which I thought would never happen) and all it took was some meat heads known as Orks. So this TOMG I will be entering the Bad Moons Orks and making them look angry and bad.<br />
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I started off with a squad of Nobz one of my favourite units at the moment in the Ork book. They have the diversity of being a smash and grab unit with klaws and choppas or can shoot you with many different things. (Rokkits, Burnas or more bullets). On the plus side if they need more speed you can give them a trukk or to make them uber tough a bike.<br />
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Obviously giving them a Waagghhh banner will help massively who doesn't need +1 WS. Also giving one guy a kombi burna to kick out a few wounds before they actually get into combat is always a plus.<br />
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I can honestly say putting this unit together was a joy. Every last part of the 5 guys was awesome. The only conversion on them is the banner. I thought these guys deserved a nice big banner. I was scratching my head thinking what have I got that is big enough for these guys. Then it clicked OGRES. So I rummaged through my bits and bobs to find a brilliant huge tattered banner. I think it looks brilliant probably the stand out feature of this unit,<br />
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I have started on the unit focusing for the moment on the skin tones. I can't make up my mind f the need to be vibrant and stand our or whether they need to be toned down. I do like the look of the skin so far, but something is missing and I can't put my finger on it.</div>
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Next week I will have more pictures of these lovely gitz and will have hopefully figured out my bloomin skin scheme.</div>
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Until next time.</div>
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Craig</div>
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