Thursday, 30 June 2011

Post-Monday Thoughts: Dark Eldar

Ello all,

Not much progress on my Incubi last night. By time I'd got in from work, it was more or less straight back out to Football.

So I thought I'd chuck up some thoughts from Monday night. This week at the club, I played against Mike F's Chaos Marines, which was roughly this (correct me if I'm wrong Mike!):
Khorne Lord
9 x Khorne Berserkers
Rhino w/ Havoc Launcher and Daemonic Posession
? x Plague Marines
5 x Havocs (2 Missile, 2 Lascannon)
3 x Nurgle Bikers
? x Nurgle Raptors
2 Individual Obliterators
We played Spearhead and Capture and Control. So yeah. I can't remember the entire game goings-on, but I'll try and summarise into points.



Cover
First up with the deployment type as Spearhead, I had a pretty good chunk of cover to hide the vehicles behind. I could deploy the 3 small venoms behind a large building in the middle, meaning that they weren't going to be shot at first turn. Then I put the Raiders quite far back, ready to move up with the lances.

It meant that with some decent positioning, my Raiders only managed to be shot by a Deep Striking Raptor unit with 2 Melta Guns.

Overwhelming Units
As with the last game, I tried to ensure that each unit I would attack, I'd throw at least 2 units into it. This happened a couple of times, where I had 3 Venoms firing at a biker unit, along with the embarked units that had weaponry, as well as all the Dark Lances firing at the same vehicle, etc.

I'd also aim my assaults to get more than 1 unit into assault, to ensure that I beat the Chaos units.

Poor Rolling
Fortunately (for me, not so much for Mike), I managed to take very few shots on the vehicles. The majority of the first turn of shooting went into shooting the Beastmaster unit, turbo-boosting or popping smoke.

When shots were fired at the vehicles though, the majority of them missed and the 1 or 2 that got through were stopped by cover / Flickerfields. Sorry!

Eventually a deep-striking Raptor unit dropped nearby and Melta'd the Duke's personal Raider.



Guessing Distances
I think I manged to do well with judging my distances to keep out of rapid fire or into cover, then to be able to leap clear and rapid fire in return or assault at long range. This is massively helped when dealing with Fast Skimmers, since I could hunker down behind a building, either out of sight or in cover, then float around over the top.

Pain Tokens
What also helped in this game was that the Duke, for the second week running, managed to help me get a 6 on the Combat Drugs roll. This meant my Wyches started off with a Pain Token, and also meant that the Duke's Warrior Squad had Feel No Pain. These tokens in the end proved really vital, as the Wyches needed them in order to not lose a combat and the Warriors needed it, otherwise they'd have probably been wiped out in the explosion of the vehicle.

I think my two major assault units - Beastmasters and Incubi - managed to wrack up pain tokens, meaning they weren't running away, and in the case of the Incubi, could hack through Plague Marines that bit easier.

Poisoned Weapons
One of Mike's biggest advantages against other armies - The Mark of Nurgle - was negated almost completely during out game, thanks to Poisoned Weapons. Eventually it caught up with me, needing 5s to wound the Plague Marines in close combat, but from shooting (and some poor armour saves) I managed to plough through most Nurgle stuff thanks to Poisoned.

Shattershard
 Again, the Shattershard claimed a fresh HQ victim. This time it was a Chaos Lord with the Mark of Khorne and Lightning Claws. This week, I put the Shattershard Haemonculus in with the Incubi so that he could hopefully shift some numbers out of bigger units, for the Incubi to assault. I think he also took down 2 or 3 Khorne Berserkers with him.

So that's it for this week. It's likely going to be my last game for a few weeks now, so I'll see what I can get done painting-wise in the mean time and maybe start my army focus that I did with the Orks, this time for Dark Eldar. Basically just going through what I think of each unit and what I do / intend to use them for.

Peace,
SB

Wednesday, 29 June 2011

Badger's Log - Brotherhood Imagifier and Gaming Break

Morning all,

First up is the news that I'll probably not be posting as often on here over the next few weeks, and I also won't be playing at the club for a couple of weeks. Work schedule, deadlines and so on - so yeah, that's that.

However, one byproduct of it means that when I get home I don't want to do much else other than slob around... which is handy for getting some painting done.

Currently on my paint desk I've got another Incubi squad, a Klaivex / Drazhar conversion, Baron Sathonyx, a random Hellion and a (now completed) Brotherhood of the Forge Imagifier to go with a Retributor squad.

 

I think this guy took about half an hour to paint in total, but it rounds off a Heavy Bolter retributor squad I've had done for a bit, allowing me to re-roll the Faith test, which for a small squad such as Retributors, it's vital I feel.

Only problem is the new WD codex Sisters is probably going to ruin that plan! And since I probably won't be playing over the next few weeks, he may very well be a waste of time.

So that's that for now, I'll post up some picture of the Incubi if I get them done any time soon.

Peace,
SB

Tuesday, 28 June 2011

6th Ed rumours part 2

Hi all,

Angryman here, I saw a 2nd round of WH40K 6th edition rumours on the net.  I know some of you have already seen them but for those who haven't................. (excuse the length, there is a lot of them)

"persuaded my source to give me more (some would say: everything there is ), the following is copy and pasted from hour long icq sessions, so there might be some missing bits, but most of the time, nothing has changed. we all know what unit coherency is, these are not actual rule texts but answers for my questions about the rules
I tried to arrange all fragments in proper order and corrected grammar, but most kudos go to my friend for being helpful while being annoyed of GW

>>>>>>>>>>>>>>>>>
As I am done with GW forever. I love the miniatures, I like the new rules (been pretty enthusiastic about it), but I hate the company, that makes them. If you knew what I know you would feel the same. GW doesn’t care for their customers one bit. The whole corporal culture is cynical as hell. The managers despise the hobby and all immatures who play it. There is a huge rift in the management and most of the executives that actually play the game have left or are leaving the company right now.

Layout
Pretty crisp and clean
on odd pages there is the normal rule text with examples, on even pages there are the usual diagrams and charts, and small boxes with definitions
Lots of rules that were formerly explained within the text, are now only summarized in the text, the full rules are given in these boxes, you can read the rules text very fast without much detail, there are some boxes that have a name of a rule, but are empty otherwise. I guess that there should be page references to later pages, for example in the terrain rules, there is Torrent of Fire mentioned, the rule is explained much later (in a box), there is an empty box in the terrain section that reads Torrent of Fire however
So you have both: clear rules veterans and easy reading for first-timers
But it seems that there is not much space left for pictures, though

Fundamentals:
characteristic tests as normal,
if unit must make test, it is made by squad leader
vehicles fail every test automatically if they don’t have the value
test on ld is made with single D6 on halved value, vehicles pass these tests automatically
Majority characteristic: characteristic-value with most wounds in unit, if draw, use the higher

Keep track on:
wounds
movement distance
morale condition
everything else can be forgotten between actions

Saves:
4 kind of changes: armour save, cover save, invulnerable save, Feel no Pain
no model can ever make more than two saves or one re-rollable save
normal models can only make one roll or one re-rollable roll
Situation where two rolls are eligible:
- one of the saves is FnP
- model is character
- model is bracing

Feel no Pain (1-3): save on 5+,4+,3+, only negated by AP 1, 2 and wounds that don’t allow armour saves, the only save that every model and not only ICs may take in addition to another save

Actions
The rules make really clear what an unit can do and what not. There is an own chapter for the basic concepts. Every special rule has only to state: can do x, y, z and it is perfectly clear that the unit can still a, b and c
Actions:
- movement: movement in movement phase, sometimes only special types of movement are allowed: advance, surge, flat out, fleet; charge and disembark have to be rules out explicitly
- consolidate moves: every other move, has to be mentioned explicitly
- psychic powers
- shooting
- Reactions
- residual actions: any other action, for example popping smoke
unit is immobile: abbreviation for cannot move, react, make consolidation moves

Reactions
models can react every time the conditions are met

- Going to Ground:
who: non-vehicles, non-monstrous creatures
when: unit is being shot at, before rolls are made
instant effect: -
lasting effect: Suppressed, if not already Suppressed

- Brace:
who: tanks, walkers, monstrous creatures
when: being shot at, before rolls are made
instant effect: one weapon destroyed ignored, two saves for MC like IC
lasting effect: Suppressed, if not already Suppressed

- Flying High:
who: jet pack infantry, jump infantry, jetbikes
when: being shot at
instant effect: count as being flyer for shooting, opposing player can make 6” consolidation move with the unit
lasting effect: Suppressed, if not already Suppressed

- Evade:
who: skimmer, fast non-tanks, jetbikes, bikes, jet pack infantry, jump infantry
when: unit is being rammed or tank shocked and nearly fails morale check
instant effect: on 3+ can make 6” consolidation move, ignores ram if out of the way
lasting effect: -

- Return Fire:
who: (disembarked) units with Overwatch
when: unit is shot at the first time in the phase
instant effect: unit can fire rapid fire and assault weapons with a single shot at attacking unit, range 12”, resolved simultaneously, opposing unit is fearless (2) and stubborn for this purpose
lasting effect: -

- Charge by chance:
who: non-vehicles, walkers
when: Trapped, tank shock
instant effect: charge by chance
lasting effect: -

Terrain:
there are two different things: to be in cover, to be in terrain
every piece of terrain has a footprint, if an unit is this area or touches it, it is in terrain, being in terrain is important for movement and assaults
to decide if a model is in cover, you use true line of sight, cover is usually used for shooting, though some weapons use terrain

terrain is open, impassable, or has any number of the following attributes:
- difficult terrain: unit can only advance through it, if a single model moves through
- dangerous terrain:
units that move through dangerous terrain must make a test
non-vehicles make dangerous terrain test for every model that has actually moved through it at the end of the phase
vehicles must designate a point where they enter the terrain before the movement, than make the test, if vehicle is stunned, immobilized or destroyed, move it to designated point in a straight line
for every failed test, the unit gets a hit
non-vehicles: failed on 1: auto wound on unit, allocated together as Torrent of Fire
vehicles: roll depends on movement distance: advanced = failed on 1, surged = failed on 1-3, flat out = failed automatically, vehicle gets S8 hit against side armour
walker only ever fail on 1
non-vehicle units make only a single dangerous terrain test a turn, vehicles every time they enter a different dangerous terrain
- leveled: must spend movement for vertical advancement, non-walker vehicles and bikes can’t move vertical in leveled terrain

difficult and dangerous terrains are always ignored if the movement isn’t taking place in the own movement phase

Preparation and consolidation phase
These phases are collecting basin for all kinds of action that takes place before the movement or at the end of the turn. The player which turn it is may choose the order of these actions freely.

preparation phase: psychic powers, placing reserves, rallying, joining/ leaving, claiming mission markers

consolidation phase: rallying, consolidation moves, jet pack moves, joining/ leaving, embarking, killing multi-wounded units

consolidation move: moves outside the movement phase (jet pack movement, embarking, joining/leaving, falling back, moves after combat, tank shock evasion …) and moves that are described as consolidation moves are consolidation moves
cannot end in contact with enemy, ignores terrain even if performed in own movement phase, all units are relentless for this movement, can move even if fired heavy weapon, can fire heavy weapon afterwards, doesn’t affect unit speed for being shot at if not stated otherwise

Abandon: If there is more than one model with less than its initial wounds in an unit in the consolidation phase, the owning player must remove all but one as casualty ( ID(3) ). Independent characters are ignored.

movement phase:
Units can stay stationary or move in different speeds. They can advance and use their normal movement or they can surge and double their movement distance. Some units can go flat out or fleet and triple their movement.

Advance: normal movement: every action allowed
Surge: double movement: close combat, consolidate moves, psychic powers, reactions, residual action allowed
Flat out: movement: triple movement: only reactions allowed, use own columns on to hit chart
Fleet movement: triple movement, can charge, count as moving against shooting, cannot forced surge

If the unit goes through difficult terrain it can only advance. No unit can ever go flat out or fleet through terrain.

Forced surge: Units can surge through terrain if they are allowed to go flat out outside terrain this turn. Tanks cannot force surge (except during a ram).
If the unit fails an I-test, terrain is treated as dangerous terrain.
During a charge, every unit can try to surge through. If the I-test is failed, the unit still can only advance. units, that have passed their I-test for the fleet movement, automatically pass this I-test.
Can’t surge if there is another reason for the restriction to advance movement than terrain.

Unit types:
infantry: 6”
beasts/cavalry: 8”, fleet (1)
jump infantry: 8”, ignore terrain*
jet pack infantry: 6”, ignore terrain*, 6” move in consolidation phase
jetbikes: 10”, ignore terrain*, flat out
(eldar jetbike: jetbike with Fleet (2) )
bikes: 8”, flat out, cannot force surge
vehicles: 6”
fast vehicles: 6”, flat out
fast skimmer: 8”, flat out
walker: 6”, treat terrain like infantry

* as long as they don’t start or end in terrain

Fleet (1): infantry, beasts, monstrous creature, jump infantry, jet pack infantry: I-test, if successful, can perform fleet movement, can always advance during disembarkation;
bikes and jetbikes: I-test successful: can make 6” move in consolidation phase
Fleet (2)/Bounding Leap: as Fleet (1), no I-Test required

Random movement: roll a D6: 1-2 unit moves as infantry, 3-4 unit moves as jump infantry but cannot ignore terrain, 5-6 unit moves as beast

Charging:
no model may enter 1” of enemy models unless it charges,
the only difference between a charge and a normal movement is: models may enter 1” of enemy models.
all other movement restrictions apply, unit must stay in coherency, are subject to terrain
charging units can make a forced surge
an unit can charge more than one unit, but must stay in coherency, cannot move closer than 1” to enemy units that are not charged
The units in contact are now locked. If any model moved through terrain, the defending unit can claim to be in terrain in the assault phase, in the assault phase, both unit pile in before trading blows

Charge by chance:
sometimes units are forced to perform a charge in another phase than the movement phase, the charge by chance is a pile in move, as if the charging and defending unit were locked but have lost contact, the defending unit can make a pile in move afterwards (even if it is his phase, the defending player piles in last).
the combat is fought in the next assault phase and no side counts as attacker or being in terrain, no side can use grenades, no further pile in moves occur before the fighting

Movement distance is important for shooting, only the attempted movement in the movement phase counts (other movements do not count, consolidate moves don’t count, even a vehicle that has movement 1” can claim having moved flat out),
can be ‘overridden’ by three events outside movement phase:
fighting in close combat : stationary
become immobile: stationary
falling back: moving

Wounding:
To wound chart:
wound everything at least on 6+

Wound Allocation (cc and shooting):
hit as normal, wound against majority

mark dice that represent special weapons and attacks or roll separately
1. decide whether to use Torrent of Fire or not
2. target’s player allocate wounds to models, beginning with one chosen armour group, if every model in this group has a wound, start with another armour group and so on, if every model in the unit has a wound, start over
—> multiple wounds: count for allocation as as many models as wounds remain
3. pick an unresolved armour group, determine which wounds are directed
4. directed wounds: roll saves for directed wounds, shooting player removes casualties
5. roll all remaining saves of this armour group, owning player removes casualties
6. goto 3

Directed wounds:
there are directed wounds in close combat and long-range combat, casualties from directed wounds are removed by owning player of the attacking unit
Wounds cannot be directed if targeted unit has Shielded USR, Torrent of Fire is used, vehicle diverts its fire or non-vehicle, non-MC unit is in fire corridor
Number of directed wounds: After allocating wounds to an armour group, it is determined if the how many and which wounds are directed as following:
- every attack from an IC in close combat is a directed wound,
- of the remaining wounds, every second wound, beginning with the first, from a Sniper weapon is directed.
- Of the remaining wounds on-sniper wounds, every fifth wound is directed, owning player of the shooting unit decides which wounds are directed

Torrent of Fire/Blows: if torrent of fire is used, the targeted unit is a single armour group, the owning player can choose one model, the whole unit has the same combination of armour saves
During a Torrent of Fire, no wound is directed

Armour group: number of model that share the same combination of saves, for example: 3+ armour save, Feel no Pain (1), no invulnerable save, 6+ cover save that is re-rollable on 1

Shooting:

for determining if a particular model in the unit can shoot, check range and line of sight from this model

cover saves:
fire corridor is measured from squad leader, to the two outermost models in the target unit, if 50% or more models are invisible or partial invisible due to cover or vehicles or monstrous creatures, the unit is in cover,
non-vehicles/MC are invisible for determining cover saves, but if such an unit is in fire corridor, wounds cannot be directed
if unit is covered mostly by fortifications or models are completely invisible: 4+ save
if unit is covered mostly by vegetation: 6+ save
if unit is covered mostly by vehicles or anything else: 5+ save

To Hit chart:
it is the same chart as the wound chart, but with seven columns from 0 till 6
(evasion value in brackets, abbreviates for small chart)

rows:
buildings (0)
stationary vehicles, MC, bikes (1)
stationary infantry, jet pack infantry, jump infantry, beasts // moving vehicles, monstrous creatures (2)
short distance // moving infantry, jet pack infantry (3)
moving bikes, jump infantry, beasts // swarms // flat out vehicles (4)
flat out bikes (5)
flyers, beacons (some narrative missions use beacons) (6)

columns:
BS 1-10

every column is: …. 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ …. but is shifted up or down
I give you the BS value for every column that hits on 3+: 1 // 2 // 3 // 4 // 5 // 6 // 7

if distance from squad leader to target is less than 12”, unit can always change column to short distance column
if a model moves like a different unit type, the initial unit type is still used for the chart

Assault weapon: bonus attack for second close combat weapon if unit has charged

Pistols: model can use it as additional close combat weapon or use its Strength in close combat but gains no bonus for another ccw, if pistol is AP 1,2 or 3, attacks are Rending (2)

Blast (Small) and Blast (Large):
scatter as before
don’t use line of sight for determining cover saves, if majority of unit is in terrain, models get cover saves
marker has infinite height, only in leveled terrain it is two-dimensional
multiple Barrage is used every time when there comes more than one blast marker of the same type from a single shooting unit

Template: if there is a range given in a template weapon’s profile you can place the small end anywhere in this distance

Sniper (1): always wounds on 3+, Pinning, every second wound from a Sniper weapon beginning with the first is a directed wound
Sniper (2): always wounds on 3+, Rending (1), Pinning, every second wound from a Sniper weapon beginning with the first is a directed wound

Pinning: must make a pinning morale check

Tracer: treat every target as stationary

Anti Air: treat targeted flyer as flat out vehicle

Rending (1-3): 6,5+,4+ on to wound roll wound automatically and are AP2 or count as power weapon, D3 extra armour penetration

Poison/Dissolving (X+): as before, for shooting and close combat

Lance (1-3): treat AV as 13,12,11, no modifiers on damage chart ever

Instant Death(1): caused by double strength and other effects, models without Eternal Warrior (1-3) loose all wounds
Instant Death(2): models without Eternal Warrior (2-3) loose all wounds
Instant Death(3): also called removed from play, models without Eternal Warrior (3) loose all wounds

Eternal Warrior(1-3): Immune to Instant Death of same or lower level

Assault Phase:

Engaged model: a model that is in base to base contact with enemy model is called engaged, a model that is in contact with friendly engaged model is also called engaged, so if you have a long queue of models that are all in base to base contact and the first is in contact with enemy, alls are engaged

Pile In Move: consolidation move, 6”, priorities:
- must move as man models as possible in base contact with locked enemy unit
- as many models as possible must end the move engaged with model of unit it is locked in close combat with,
- rest of the model must move as near as possible to engaged models
if it is not possible to bring a single model into contact, the distance is increased with 3” until one model is engaged
At the end of the pile in move, every struggling, still unengaged IC is placed in contact with engaged model of enemy’s choosing.

Pile in after charge:
charging units make Pile In move, than the defending unit makes a Pile in Move

Attacking
Every engaged model can attack. If it is engaged with more than one unit, it can decide freely.
WS majority is used
IC are unit of their own in close combat

Initiative order:
Always strike first/last: unit strikes before I1 or after I10, is not affected by I modifiers, if unit always strikes first and last, it strikes in normal I order

charging unit in terrain: strikes at I1

Power fist: strikes always last

Feint: models can attack in a lower initiative phase if they want

Grenades: unchanged

Resolving combat
unchanged, but no more -1 for under half strength

No retreat:
Fearless units (or units that stay in combat even if they fail their morale check) make normal morale checks after loosing a combat, if failed, can decide nonetheless to stay in close combat, but every model in base to base contact may make a single attack against unit, if a model is in base to base contact with several Fearless units that failed their test, it can make one attack against each unit

Sweeping Advance: normal, unmodified I of squad leader is used

Pile in after combat: all locked units make Pile In moves, order is chosen by the player who’s turn it is, units that are no longer locked and not falling back, make a 3” consolidation move, the unit counts as being stationary

Special rules
distinction between special rules and universal special rules
Some USR and other special or weapon rules have more than one level. If no level is given, the rule is treated as level 1. Only exception: Lance and Fearless are level 2 by default
USR are always conferred to or from joined IC, other special rules not
deployment rules and rules in codices are temporarily lost if not every model in the unit has it, if it is not explicitly stated otherwise

all USR:
Preferred Enemy: as before
Tank Hunter: as before, but it only works against tanks
Counter Attack: as before, negates Furious Charge
Veiled(1): if unit targets veiled unit, must roll 3D6 x 3” over distance or forfeit shooting
Veiled (2-3): 2D6” x 2
Acute Senses/Night Vision(1-3): reroll Veiled roll of equal or lower level
Furious Charge: as before
Hit & Run: as before
Overwatch: can react with returning fire
Move through cover (1): I-Test to ignore terrain
Move through cover (2): ignores terrain
Sworn Brothers/Mindless Slaves: if squad leader is killed, every other model in unit can assume leadership
Rage: must always at least advance and use full distance towards enemy (for example raged infantry must at least move 6”, if decide to surge, must move 12”), if shaken or embarked, ignores the rule
Shielded: as long as one model with this rule remains in target unit, wounds cannot be directed wounds
Slow and purposeful: Relentless; can only surge, if S-test is passed, if unit moves through terrain, it cannot force a surge, units with SaP and Fleet and/or Flat out have Relentless and Random movement instead, negates Preferred Enemy
Shock Troop: always rolls a single D6” under 18” in a deep strike, a hit is a hit
Skilled Rider/Driver/Ranger (1): reroll dangerous terrain tests
Skilled Rider/Driver/Ranger (2): ignore dangerous terrain tests
Stealth (1): +1 on cover save, must take Vanish reaction if unit takes a shooting reaction
Stealth (2-3): +1,+2 on cover save; 6+,5+ in the open, must take Vanish reaction if unit takes a shooting reaction

no USR:
Relentless: always count as stationary for firing weapons
Swarms: use the moving beasts (4) column in the chart regardless of movement or unit type, Blast and Template Weapons cause Instant Death (2) against swarms

Vehicles:

damage chart:
only negative modifiers: -2 glancing, -1 any hit except AP1 and AP – against tanks, -2 AP – against tanks (AP 1 flat +1 gone), -3 hit by blast marker but hole not over vehicle and vehicle is not open-topped (no more halved S for blast markers)

chart unchanged, but if vehicle blows up (6+ on chart), embarked troops and models in D6” get S3 AP – hit, if vehicle blows up embarked troops are Suppressed, if the vehicle is only wrecked they are fine

if a flat out moving vehicle is immobilised (4) or wrecked (5) it blows up (6+) instead and embarked units are Pinned instead of Suppressed.

close combat basically the same:
no close combat resolution against non-walkers, but units can decide to break off and make a 3” consolidation move
hit stationary vehicle automatically, advancing vehicle on 4+, at any other speed and skimmers on 6+

Shooting: stationary: fire all weapons, advance: fire one, surge: no weapon
fast as before: advance and fire all, surge and fire one
every weapon can target different unit, when doing so, cannot cause directed wounds, even with Sniper weapons

Transport:
Fire point: can fire if vehicle has advanced or surged, but only 12” regardless of weapon type, embarked troops are relentless
Embarking: 4” move in consolidation phase in contact towards access point, if squad leader reaches access point, unit is embarked. If not, no move is performed
Disembarking: 4” in movement phase from any access point or base in case of flyers, consolidation move, counts as having moved the same distance category as vehicle, i.e. stationary, advance, surge; no charge
cannot disembark if going flat out or if unit cannot move as fast as vehicle, i.e. cannot disembark at surge speed into cover, as you can only advance in cover
if vehicle was stationary, unit can move normally from access point instead of disembarkation move, can charge
fleeting units can advance from access point instead of making disembarkation move if vehicle advanced or surged

Trapped: if an enemy model is in base to base contact with access point of closed vehicle, access point cannot be used. If every access point is blocked, the unit cannot disembark. If the unit is forced to disembark because the vehicle is destroyed, the unit is placed on the wreck or in the crater. If the unit is forced to disembark for another reason it is destroyed. The units that were in base to base contact with the access points must make a charge by chance on the embarked unit immediately if it can react
Flyers in skimmer or flyer mode and open-topped vehicles are not subject to this rule. If embarked units have to disembark place them as near as possible to the vehicle (wreck) or base

Multiple embarked units: must use different access points, if Trapped, choose access points, respective unit must charge

Skimmer: no more cover save for flat out movement

Squadron: must target the same unit,
if consists of at least two vehicles, one is squadron commander
commander: as long as commanding vehicles exists, every immobile result in squadron on vehicle with weapons left is weapon destroyed instead
rest unchanged, old allocation rules

Lumbering: can only surge if roll of 4+ on D6, if moved not faster than advance: can fire every turret mounted weapons in addition to normally allowed weapons

open topped:
has no further effect than that units can disembark and fire everywhere, no charge advantage, no damage modifier

Tanks
cannot force a surge, even if they are flat out, but can ram
AP 1 and AP – only useful against tanks

Non-tanks:
only non-tanks can force surge through terrain outside of ram
fails I-test automatically, so gets a S8 on 4+

Ramming:
now every tank shock is a ram, a ram is a straight movement with max speed (flat out or surge), if tank cannot go faster than advance, cannot ram
tank can force surge through terrain, but still can’t go flat out through it
only one turn before the movement is possible

three things can happen: tank shock through unit, passing interfering terrain, ramming attack against vehicle or building or impassable terrain

no disembarking or shooting from embarked unit or vehicle is possible after ramming

terrain:
S8 against side on 4+ as normal
Skimmer can choose to fly over terrain or go through. If go over, no tank shock or ram on units in terrain.

Tank shock:
an unit under the vehicle’s path must make a morale check
if it fails, the unit evades headless and is falling back
If check is nearly failed, unit is rolled over
If check passed but not nearly failed, can decide if nothing happens nothing happens as tanks passes by or unit is rolled over
Rolled over: unit can attempt to stop vehicle (like death or glory)
shaken units can’t try to stop
if the tanks presses on, the unit gets D3 S5 hits with Rending (2)

Ram against vehicle/building:
both vehicles deal an automatic hit to the opposing vehicle
the hit is resolved against the side in contact
to calculate the S, take the AV in contact (if it is a tank, always take the front AV) and subtract a modifier
-6 if ramming vehicle has surged
-4 if ramming vehicle moved flat out
impassable terrain and buildings have AV 14 for this purpose and can’t be damaged

Ram against walker
walker can try to stop tank as if rolled over, if vehicle isn’t stopped, impact is resolved as ram, walker cannot charge by chance

if tank would end movement on unit:
may make a 6” special move in any direction but they must try to make place for the tank, if they would be still under the vehicle they may make another 3” move and another and another, until they are 1” away from the tank and in coherency, moves are treated like consolidation moves, but can performed in every situation even if unit is immobile or can’t perform any other action
the evading unit can perform a charge by chance on the vehicle, if it can react, afterwards

comes to halt, if it: touches vehicle, building, impassable terrain, 1” before an unit in close combat or is stunned, destroyed or immobilized, movement distance is reached

Artillery: vehicle, squadron, immobile, AV 10 /10 /10, BS as crew,
no commander
can place one crew counter per artillery, some can have additional crew members
can remove counter to ignore a single crew shaken or stunned result
can fight in cc like a walker, with WS, S, I as the crew, the number of attacks is the number of crew counters plus the number of artillery devices
enemy attacks are resolved solely against the artillery

Flyers:
- can decide every round in the preparation phase: count as fast skimmer or flyer, can decide upon arrival from reserves

flyer mode:
- If flyer is in reserve, it is placed in harry reserve every time, even if it can’t outflank
- Flyers from reserve are place in the the preparation phase on any table edge
- unlike other vehicles, flyers cannot turn as they like
- ignore all terrain, even impassable
- up to 18” movement, no surge, no flat out, one turn anywhere during the movement up to 90 degrees
- must move 12” in straight line in preparation phase, can turn up to 45 degree at the end of the movement,
- must move 12” in straight line in consolidation phase, can turn up to 45 degree at the end of the movement, if reaches table edge or can’t be placed at the end of the turn, flyer is put back in harry reserve, cannot change into skimmer mode
- Flyers can always fire every weapon at a single target, all weapons have AA rule
- no (dis-)embarking, except special drops if unit has Aerial Drop special rule
- if immobilized (4) or wrecked (5), place Blast (Large) marker in random direction in 3D6”, causes S5 (against side armour), place crater
- Embarked troops are destroyed if flyer in flyer mode is wrecked or destroyed. If immobilized, unit is placed in crater, get S5 hit each, Suppressed
- flyers have their own column in the to hit chart, Blast weapons don’t use their marker, use BS to hit, if marker targets another unit and touches flyer, hit is ignored
- barrage and ordnance weapons can fire direct, but must re-roll hits, even if twin-linked, weapons that hit automatically can’t hit flyers, that includes shooting, rift and shock wave psychic powers that hit automatically
- close combat: in contact with base, attacks hit on 6, any other unit than jump infantry, jetpack infantry and jetbikes must re-roll hits
- cannot be rammed, base is treated like unit in close combat

Aerial Drop: flyer with this special rule can disembak units even if in flyer mode, in any phase embarked jump infantry and jet pack infantry can be placed via deep strike on a point, the flyer has moved over in this phase

IC: can roll two saves at the same time,
All wounds from an IC in close combat are directed. count as separate unit in assault phase for dealing damage
joining: 3” move in preparation or consolidation phase, assumes automatically squad leadership
combat: if IC is part of an unit that is in close combat, but isn’t in base to base contact, it is moved into it by the shortest distance

Squad Leader:
You must nominate one model of every unit to be the squad leader, if the unit entry doesn’t make clear which model it is in the first place.

Banner/Icon/Trophy: if squad leader is killed, standard- or icon bearer automatically becomes new squad leader.
If one or more independent characters have joined the unit, one of them automatically becomes new squad leader. If the IC is killed, the normal leader takes over.

Squad leaders can take two saves, all wounds from squad leader in close combat are directed
only applies for initial squad leader.

If the unit must take a characteristic test, use the profile of the Squad leader.
used for all kinds of things

Every time when something is measured from the squad leader, or he has to make a test for the unit, but the unit has no leader anymore, the opposing player can choose one model for this purpose

psychic powers:

Psychic test: morale check to use power, if morale check is failed, no more powers this turn from this psyker

perils: unchanged

power levels: number of psychic powers per player’s turn
power types:
- shooting power: count as firing a weapon, line of sight, BS roll or scatter if blast, fire point needed
- rift power: count as firing a weapon, true line of sight, no BS roll or scatter, only disembarked, targets suffer described effect, wounds from rift powers cause ID (2)
- modifying power: preparation phase, no line of sight or BS roll, no fire point needed, distance from hull, can only target own models inside transport; if target splits during the turn, the psyker’s player can decide on which part the power remains
- aura: preparation phase, psyker and joined unit are effected, if psyker leaves unit, power stays only with psyker, no BS roll, no fire point needed, transport unaffected, sustained power
- shock wave: count as firing a weapon, no line of sight, no BS roll needed, radius from base edge, must be disembarked, units in transports are unaffected

block: psyker in normal condition in 24” of other psyker can attempt to block psychic power, on 5+ blocked, on 1 perils of warp attack (unchanged), if equipped with similar wargear, psyker can decide which to use, only one block attempt per power

passive powers: no need for psychic test, not subject to block, don’t work if unit ‘can’t perform any action’
resonating powers: can stack
sustained powers: if psyker is shaken or engaged in close combat, power is blocked
rampant power: if psyker uses a rampant power, cannot use another power this turn, even with power level 2 or more

force weapon: as before, ID(2)
witchblades: as before, besides: force weapon with ID(1)

Unit conditions:
Morale checks: roll with 2D6 against squad leaders Ld as normal, but result of a failed or passed roll varies from situation to situation i.e. psychic test, pinning test, casualties, and are given for every situation. there is no more: “make a normal morale check”
In some situations a morale check can not only be failed or passed, but also be nearly failed. Nearly failed is if rolled higher than halved LD (rounding up) but below or equal to Ld, modifiers are applied before halving, but there are no more modifiers outside close combat

five usual situations: lost close combat, heavy casualties, pinning, psychic test, rallying
checks due to other fleeing unit is gone

Heavy casualties: made in consolidation phase, 25% casualties or more in a shooting phase: if failed: fall back

Pinning:
if morale check fails, unit is Pinned, if nearly fails, unit is Suppressed

Lost close combat:
unchanged, difference in combat resolution as modifier

- Suppressed:
non-vehicle and non-MCs units cannot move flat out, fleet, force a surge, shoot, use psychic powers, react, if they fail a T-test, they cannot surge and charge
vehicles and MC: can still react and fire a single weapon, cannot ram, (vehicles fail their T-test automatically), vehicles can only voluntarily become suppressed, embarked units in a suppressed vehicle cannot shoot from within
infantry, beasts, unit with swarm get Stealth (1) or level of stealth one up up to 3
if charged: looses suppressed status immediately
if forced to make another morale check: morale check, if nearly failed or failed, unit is Pinned instead of Suppressed
- Pinned: cannot move, shoot, make consolidate moves, use psychic powers, react
infantry, beasts, unit with swarm get Stealth (1) or level of stealth one up up to 3
if charged: looses Pinned status immediately but cannot use defensive grenades and Counter Charge USR and gains no bonus from terrain
if forced to make another morale check: morale check, if nearly failed or failed, unit is Falling Back instead of being pinned
- Falling Back:
in moment of breaking unit immediately makes consolidation move towards own table edge with surge distance, count as having surged for purposes of shooting
can act in subsequent turn as normal, but must attempt to move and simultaneously end their movement not closer to any enemy unit. If they cannot move in the movement phase because of this they are removed from play. Therefore they cannot stay stationary voluntarily or charge an enemy.
They can perform consolidation moves, but cannot end nearer to any enemy unit. Unit cannot react.
if charged: if charging model reaches the unit, unit is destroyed and charge is unsuccessful
if forced to make another morale check: unit is destroyed, does not apply for rallying
if reaches voluntarily or during their initial move the table edge: are removed from play but don’t count as destroyed
- Shaken: abbreviation for Suppressed, Pinned, Falling Back
- Immobile: abbreviation for cannot move, cannot react, cannot make consolidation moves

Rallying: suppressed and pinned units automatically recover in the consolidation phase of their next player’s turn
A falling back unit with squad leader can make a morale check in the preparation phase if there is no enemy unit in 6”. If successful the unit can act normally. If failed, the unit is not destroyed. A falling back unit can embark into a vehicle an rallies immediately. The 3” movement can be towards enemies as long as it end inside the vehicle.

Fearless (1): if any morale check for rallying, casualties, tank shock or in close combat fails, the unit can decide to pass it anyway, Fearless units treat Pinned as Suppressed, treat Falling back as normal condition
Fearless (2): as Fearless (1) but can decide to pass Pinning tests, too

Stubborn: always use the unmodified Ld for morale tests in close combat, Stubborn and Fearless (1-2) units must always choose to pass a morale check

Misc:
swarm = model with swarm rule
there is no special rule for allocating wounds against units with multiple wounds

Mission rules:
3 old types of placement, only one type of mission

Sequence:
place terrain -> decide type of placement -> place mission markers -> decide first turn -> choose stratagems -> put units in reserve ->deploy remaining units -> deploy infiltrating units -> make scout moves

First turn:
roll-off, looser bids a number of strategy points, opponent can raise or bail out, both player can raise the stake until someone bails out. Winner can decide to go first or last
Player that goes first can decide table edge and has to deploy first
The looser can spent the strategy points on stratagems

Placing mission markers: 1 marker is placed as near as possible to the middle of the table, 4 markers are placed in turn, starting with the player that goes first. marker has to be more than 12” away from table edges and other markers
marker use a 60mm base and are impassable terrain, the center marker is flat and doesn’t block line of sight, the players can use every shape they want for the markers they place, as long as it doesn’t overlap the base significantly

Night Fighting: all units Veiled (1)

Scout: 12” move before the game after infiltrators are placed, outflank

Infiltrator: can be placed anywhere outside 18” of enemy models, count as veiled (2) as long as they make no voluntary action

Outflank: nominate side, on 3+ comes from there, on 1-2 from other side

Deep Strike: mishab table as before, place squad leader,
if in 6” of enemy: 3D6” scatter, use arrow on hit symbol, if in 12”: 2D6” hit is hit, in 18”: 1D6”, outside 18”: no scatter
may only advance on turn of arrival, even with fleet or flat out, count always as (advance) moving, charge allowed

Reserves: unit(s), their transport and joined IC count as one unit for all reserve related purposes, but the unit has to start inside the transport and IC has to be in the unit, units can use special deployment options of the vehicle but not vice versa,
1. nominate any number of outflanking units to harry, place them near the table, facing the enemy’s table edge
2. flank guard: nominate half (rounding down) of the remaining units to arrive in turn 2, place them near the table, facing the small table edge
3. rear guard: the rest arrives in turn 3, place them near the table, facing the own table edge
In the preparation phase
when you put an unit in reserve you have to decide upon a deployment method

In preparation phase:
flank guard: from turn 2 on: arrives on 2+
rear guard: arrives in turn 2 on 1, and from turn 3 on on 2+
harrying units arrive on 4+ from turn 2 on
all remaining reserves are arriving on turn 6

for every harrying unit that is in reserve in the enemy’s preparation phase, you can make the enemy reroll one reserve roll

units from reserves are placed in the preparation phase in base to base contact with table edge (if not deep striking), if there is not enough space, placed back in reserves

Victory Points
both armies can collect victory points throughout the game, there are two ways: claim a kill, claim a mission marker at the end of the game turn:

Claim Kill:
every destroyed tank (not vehicle), walker, monstrous creature or independent character is a kill. Every squad leader that is killed is a kill (not counting standards, etc.)
Every kills gives one victory point

Claim Marker:
You check in your own preparation phase if you hold or control a marker. Opponent checks in his preparation phase.

You control a marker, if there is one of your scoring units in 3” of the marker and no enemy scoring unit. If you control a marker you get 3 victory points.
You hold a marker, if you don’t control it, there is one of your non-scoring non-vehicle units in 3” and no enemy unit. If you hold a marker you get 2 victory points.

You start in the preparation phase of the second going player in the second game turn. The player that goes first checks a last time at the end of the game as there is no preparation phase in turn 7.

Vehicles and shaken units are completely ignored. Embarked units only count if transport is open-topped.

Game length:
6 turns

Stratagems:

1 can place automatic turret
immobile BS 3 10/10/10
is equipped with twin-linked weapon
can choose one weapon, that an infantry model from FOC Troop can be equipped with

1 the first or last game turn is night fighting

1 can re-roll one outflanking roll and one deep striking scatter roll per turn

1 can block every psychic power on 6+ even if no psyker in 24”, psykers block on 4+

1 steal the initiative: if going second, roll at the start of the game a D6, on 6 you go first

1 own units use Ld 10 for pinning morale checks

2 one unit for every full 1500 points can get one of the following USR: Tank Hunter, Shielded, Fearless (1), Preferred Enemy, Relentless

2 decide during deployment if rear or flank guard: roll a single reserve roll for all units in chosen guard

2 Mine Field: makes one piece of terrain for every full 750 points dangerous

2 units of both forces that are holding or controlling mission marker have Overwatch USR

3 can make one non-vehicle unit upon deployment scoring

3 enemy deep striking units must subtract 6” from distance to enemy to see how they scatter

2 all weapons of one unit for every full 750 points have the Anti Air and Tracer rule

4 you can switch units from rear guard to flank guard until you roll the first reserve roll,
every unit can decide upon arrival which deployment method it uses: deep strike, normal reserve or outflank,
one unit for every full 1500 points per turn can change its deployment method to one it cannot normally be deployed with

4 All own units count as having surged or moved flat out before the game.

4 all own units are equipped with offensive grenades

6 all enemy units count as being in terrain in their first turn

6 all own units count as Veiled (2) in turn one

6 enemy rear guard and flank guard units roll like harrying units for their arrival

12 Pitch black: Night fighting with Veil (2) during the whole game

12 own units: weapons fired in 6” range count as twin-linked

12 enemy must re-roll successful cover saves

every stratagem can only be taken one time,
for every unspent point, once per game one roll may be re-roll, this cannot be the steal the iniative roll

Narratives rules:
- optional rules: apocalyptic weapons, super heavy vehicles (not much changed, but rules for damaged super heavies for small games), formations
- new deployment types, mostly taken from mission expansion
- new victory conditions
- rules for games with predetermined strategy points for both players
- three sets of additional stratagems: fortifications, deployment options, reinforced buildings
- special terrain: ruins, streets, hell rivers, deathworld mangroves, warp gate, sand pit, orbital landing platform, habitat block
- highly modular: you can mix deployment rule, victory condition, optional rules, available stratagem sets, number of strategy points to spent and special terrain: voila, you have your own missio"


As usual, all comments welcome.

Monday, 27 June 2011

[40K] Points Limits

Morning all,

Just a brief one that I've been thinking about over the weekend. As one of the players at the club was without a game, I'd offered to play him and was asked "What points do you want to play?". That then got me onto thinking some more about points limits, which ones people prefer and what the choices are for those points limits.



So, I'll start at the bottom rung of the ladder:

200pt Kill Teams
I've not played this much, but after our demo game at Phalanx, I've been tempted to play a couple of games of this on a Monday night, rather than 1 big game. The appeal to me is that each individual kill makes a difference. In larger games of 40K, I'm so used to pulling 10 Orks off the table, that I don't care much for the losses - it's all part of the bigger picture.

It's also quite cheap to start new forces for, along with painting testers for a larger force. I wouldn't mind using Kill Team as a way of launching some of my next army ideas. I've also got grandiose dreams of building a Veteran Squad to use for Kill Teams that I can incorporate into my Guard army.


400/500pt Combat Patrol
This is the next step up from Kill Teams and provides 40k at an extremely streamlined level. Usually 2 squads, a vehicle and a minor character or so. Another thing I like about playing at this points level is the challenge of writing a good list (albeit, not with Necrons...).

Using a 4 x 4 board along with some objective based missions, or a lot of terrain, really makes the game feel like a narrative skirmish between the forces. It makes it a lot easier to personalise the battles and keep track of everything that's happened along the way.

1000/1250pts
As with 500pts, the appeal of this is that every kill matters. It also means you can play more 40k-esque games with the actual missions and standard force org charts. It also allows you more flexibility with what you want to theme your army around, rather than the barebones 500pt level, where usually once you've fulfilled the force org requirements, you're just left with points for upgrades.

1500pts
This is my personal favourite at the moment. It used to be the "Standard" Tournament size, however since being at MAWS and getting into 40K properly, I've worked towards 2000pts as the norm, to go with Britcon requirements.

Anyways, over the past 3 or 4 months, I've scaled back to 1,500pts and I'm loving it at the moment. I find it a real challenge when designing an army list to use at 1500, as points start to run out quickly. It makes me reconsider my unit sizes, dropping a model or two to bring them under, rather than running full squads and whatnot.

It also means the loss of 500pts and a few less things to move, means that the game ultimately flows a lot faster for me, each unit is more important, and I have to consider deployment, cover and movement in the game a lot more.

1750 /1850pts
I have to say, I've not played a lot at this points level, save for a few tournaments I've been too. It offers more freedom when designing the army list and allows players to take some bigger units, more expensive characters and whatnot.

2000pts
This is where I used to aim towards whenever I would buy or begin making a new army. For the last few years, the plan had always been they would get used at Britcon - so would be within regulations for that.

2k allows a lot of freedom when writing a list, especially when it comes to super units, expensive characters and upgrades. It also changes the amount of scoring units people can bring to the game, which again changes the way you think and move around during the mission.

The only downside with this is the time everything takes. Set up is longer, movement phases take longer and everything else. I like the sight of 2 x 2000pt armies facing off against one another, but I don't enjoy this points level as much as I used to do.

Conclusion
So what do you guys think? There's a few I've not spoken about, like Spearhead, Apocalypse and some of the American tournament points limits like 2250 etc.

Personally, 1500pts is where I like to play at the moment, but I'd love to get some Kill Team games in using a lot of terrain, some really nicely converted models and maybe even just to try and get a Kill Team for each Codex in 40K.

What's your preference on points limits for your games? When it comes to playing and army list writing, as well as factors like cost and transport.

Peace,
SB

Thursday, 23 June 2011

Sisters of Battle Rumour Thoughts

Ello,

Today I thought I'd run through the Sisters of Battle WD Codex rumours that have been floating around for a bit. Most people know them and / or have read them on BOLS / Elsewhere, but I was looking at my Brotherhood of the Forge army last night and wondered where this is going to leave me now...

 

I'm pasting the rumours from BloodofKittens HERE and HERE and I'll intersperse with my thoughts in.
  • Allies gone
  • Inquisition gone
  • Faith streamlined
  • USRs updated to 5th
  • Cheaper Unit costs
As most people have said, these are the obvious things to happen.

Allies going is good. I don't mind if the codex has it's own Guardsmen rules or whatever else (highly unlikely) but the system of sharing between Codexes was a pain. Although it was pretty nice when you're starting the army, to be able to ally it into your Marines or Imperial Guard.

I'm a bit upset with the loss of the Inquisition, I really enjoyed using the Inquisitors and their Henchmen - hopefully it doesn't mean the removal of Zealots as well. I really wanted to make a unit of them!

Faith getting streamlined is something I never had a problem with, but I can understand where people had confusion upon reading the codex. All fine by me really, anything that makes it a bit more obvious to the opponent and also means no keeping track of dead models. It's always a fixed roll.

USRs updated and cheaper unit costs are just bringing it into line with 5th ed. The amount of unclear wordings or old terminology from older books, can sometimes cause an issue, or newer rules have done them over.
 Faith
The only thing that really stays the same is only faith producing units can use faith. Gone is the over and under rules based on model count and gone is faith powers that everyone can use.  It is replaced with every unit has its own unit specific act of faith to call upon. 


I did like the unit size rules as it made you think more about the squad size you were taking, as an example, Retributors in the old book trying to get the rending was much easier if you took a 10 man squad, rather than a 5 - as you had to roll under (if I remember right...) the number in the squad. I don't mind either way really
 So for instance Repentia Act of Faith allows them to always land an attack even if they are killed before they can swing. They are little bonuses like re-rolling to wound and hit, no USRs. Now this if fine and dandy if you just pop a faith point and bam! power goes off, but not so fast. Acts of Faith require that you roll 5+ to activate . This makes faith much more unreliable… maybe. In addition every unit that can get faith generates 1d6 faith points per turn. This also means that a new faith pool is generated each turn with no storing of past faith. As well faith can be activated in multiple phases of the game, so for instance you can re-roll to hit in your shooting phase or in your assault phase.
A straight 5+ roll, (which I'd imagine that Imagifiers would give a re-roll to), sounds not too great. Depending how many dice you can chuck at it, obviously. With the sound of a "Faith Pool" similar to Fantasy Magic, I would imagine you can chuck multiple dice and it's not so bad. At least every unit has a chance on 1D6 to get their power off.

I'm in two minds about this however, I did like having to think tactically about where to spend my points across the enter 5 to 7 turns and having a finite amount. I do agree this way is easier to keep track of, but yeah. Not bad, just different.

Random tidbits
  • All Faith generating units get +6 invul save
  • All units that can get transports get Immolators or Rhinos
  • Assassins gone (Death Cult still in)
  • Wargear with the same names as GK wargear stay and get changed over. (e.g. Psybolt Ammo)
  • Karamazov gone
  • Priests in, pretty much same as before.
  • No change to the general Bolter, Melta, Flame concept of the Sisters
Invulnerable saves are never anything to be sniffed at. Although I wonder what this means for their Psychic defence?

The Immolators / Rhino dedicated transport options sounds pretty good, it's similar to the Razorback / Venom small unit or a Raider / Rhino for a bigger squad options we've seen about.

I'm glad at least that Death Cult stayed. I'd got 3 of them painted up ready to use. I would have liked to have the option for an actual assassin however.

Wargear I'm not too fussed over, it's one of those things that needs doing.

Karamazov I'm gutted over. I really wanted to convert a Brotherhood version of him.

Sisters have about 5 HQ choices including Special Characters
St. Celestine: Same price as a Grand Master you get 2+/+4 saves, WS/BS 7 Jump Pack, Fleet, Power Weapons always wounds on 4+   Has the power to come back like GK Thawn if killed.
Sounds good, pretty in line with what's already there now, just dependant on what wargear she has (blessed weapon, flamer, etc.) and if there's any additional special rules like leadership bonuses and whatnot.

Confessor: Takes the slot of the old Inquisitors. Cheap HQ (Warboss). Can create a henchman band using most of the henchman found in the GK codex. What makes the Confessor extra deadly is the ability for it to re-roll hits and wounds for her and the squad. This is the translation of the rumor matrix. So think for one second about her and the Death Cult together?
I guess I've just found what my Inquisitor model will now become. Time to start thinking about how to convert the Henchmen. With the last codex I really wanted an Inquisitor leading a retinue of all Crusaders (I'm thinking of Dwarf Shieldbearers) but that fell by the wayside when I read the "Max 3 of each" line.

Repentia: Cheaper close to SM cost. FNP, Rage, Fearless, 6+ invul, no transports
Good. I love the Repentia, I just want more and cheaper. Start thinking about getting another box of Dwarf Miners now then...

Battle Sister Squad: Cheaper 10-20 unit size (no combat squads), but has access to Immolators which begs the question… Immolators either get increased transport capacity or Sisters break the rules concerning model count and buying transports. Multiple acts of faith.
As people have pointed out here, this 10-20 unit size causes issue with the Immolator capacity. I'm hoping that maybe the 10-20 is a mistake and it's actually 5-20, meaning 5 sisters in the Immolator. Glad to see they're cheaper (although it means I need to make more...)

Exocists: Pretty much same as before.
If they aren't broke, don't try to fix them. What I would like is maybe a Blast firing option, even as a paid for extra.

What is not in the Codex
  • Repressors 
  • Arbites

Booooooo! I wanted Judge Dredds and the Repressors would have been a really nice new vehicle, just for some variation.

Canoness: Here is my special shout out to the Canoness: you are terrible. I mean grossly underpowered. Now this is going to sound like a cop-op, but I am not going into details because my hope is that she will be changed before release. It just sounds and looks like she is an unfinished product. She gets her own retinue that cannot do anything; she starts out cheap, but her upgrades are expensive and lame when you compare to everything else. So here is hoping to GW getting her fixed.
Not too great. I was hoping that maybe even if she wasn't too good, that she'd unlock a Celestian squad (or all) as Troops, to get people to consider taking them. Hopefully will get more info on why exactly she's terrible.

Repentia: Forgot to mention they have fleet
Excellent. Might mean they actually get across the board without being mown down, and provide more of an unpredictable threat.

Celastians: Cheaper than a Marine, but not really anything going for them (that I know of)… extra attack. Re-roll hits for act of faith
There goes my Imagifier theory.. Damn. Hopefully they'd be able to take some cool items or weapons?

Sister Battle Squad: Can still get a Heavy Flamer
Good news I guess. I never used them, preferred the cheaper Flamer / Melta option.

Shraphim: They are pretty amazing. Cheaper than a Space Marine you get a Jump Packing, Hit and Running, and an act of faith that has them re-rolling wounds. You can also upgrade them to run with double hand flamers and melta pistols. They act both as an extra close combat weapon and become assault 2 instead of being twin-linked. So that means Assault 2 melta weapons.
So in other words, no change to how popular they are nowadays. Assault 2 rather than twin-linked is a bit swings and roundabouts really. It does mean you might get 2 Melta shots, rather than 1 pretty good chance of getting 1.
Dominion Squads: Still get 4 special weapons. Act of Faith twin-linked.
Never really bothered using them because they weren't scoring unit. I can see the benefit for them in an Immolator, hopping out with 4 meltas to trash something but other than that I wasn't sold. We'll see.
Retributor Squads: Pretty fantastic. CHEAP! Talking under Long Fang cheap to fully kit out. Expect the return of the Heavy Bolter with these. Act of Faith is Rending.
These were one of my favourite units in the current codex. As soon as I read the act of faith for ignoring armour saves on a 6, I wanted 4 Heavy Bolters to try and waste through a Marine unit or other such. I'm glad that their act of faith in the new book is actual Rending, now it means everyone will be jumping on the Heavy Bolter fun.
Penitent Engines: Again fantastic. Same statline (Walker). No Scout or Infiltrate. Cheaper and can be a squadron aka 9 Engines. They still get the 1D6 attacks, but any wounds generate additional attacks (don’t know if they work like Blood Talons). 6+ Invul (don’t know if they generate faith)
I like Penitent engines, in the last book it was just a shame you couldn't take more (and that the models were expensive and weighed a ton...) but it was always my intention to take some. I figured with the rumours of a new book and updated models (and Finecast changes) I'd hang fire on these guys for the time being. I'd really like at least 1 unit of them in my force though. I love the idea of the walkers going mental. I'd also like if they did an upgrade character for these, like a Priest Overseer, allowing them re-rolls or 1 mob to be a Troop choice.

So that's it folks... Took me a while to compile and comment on them, but overall I'm really excited (as with any new Codex!) and I'm glad to see a WD update. I know a lot of people have got up in arms over it, but I'm beyond caring. Any update is a good update, in my opinion.

Thanks to Blood of Kittens for the rumours initially.

Peace,
SB

Wednesday, 22 June 2011

Post-Monday Dark Eldar Thoughts

Ello,

Thought I'd get around to posting an update based on Monday night's gaming, and try and evolve onwards from last week's game against the Imperial Guard.

I tweaked my list a bit to try and get around some of the problems I had last week, 2 units of Wyches in Venoms didn't seem to work, so I went with (roughly) the following.

Duke Sliscus
Haemonculus (Venom Blade, Shattershard)
Haemonculus (Power Weapon, Hex Rifle)
4 Incubi in a Venom (2 x Splinter Cannon, Night Shield)
9 Kabalite Warriors (Blaster) in a Raider (Flickerfield, Splinter Racks)
10 Kabalite Warriors (Splinter Cannon, Blaster, Sybarite, Agoniser) in a Raider (Flickerfield, Splinter Racks)
5 Wyches (Hydra Gauntlets, Hekatrix, Agoniser, Phantasm Launcher) in a Venom (2 x Splinter Cannon, Nightshield)
3 Wracks in a Venom (2 x Splinter Cannon, Nightshield)
3 Beastmasters (1 x Agoniser) w/ 10 Khymarae and 3 Clawed Fiends
Ravager (3 x Dark Lance)

Set up was Dawn of War, Capture and Control 5 objectives, facing off against Craftworld Eldar, which the list was roughly this:
Eldrar
Asurman
10 Dire Avengers
10 Dire Avengers
10 Guardians with a Scatter Laser (?)
3 War Walkers with Scatter Laser and Missile Launcher
3 Individual Vypers with Eldar Missile Launcher
Fire Prism
Wraithlord


The only thing I set up on the board was the Wrack unit, with it's Venom, along with the Hexrifle Haemonculus. I deployed the Wracks right on my objective, in a good piece of cover with low visibility for incoming fire. The Haemonculus deployed just outside of the Venom, ready to hop in first turn.

Rather than cover the game in detail, I'll try and deal with a few main points for me...

1. Night Vision
This is obviously far, far more useful than 4th ed, since roughly 1/3rd of the time (or if you're Brother Captain Ventris, EVERY MISSION) you're playing with Dawn of War.

Being able to re-roll those poor Night Vision rolls allowed me to fire on the deployed Dire Avengers and Guardians with practically everything, rather than the odd bit here and there. This combined with Dark Eldar mobility means that anything mid-table in Dawn of War, isn't safe at all from my fire power moving onto the board.

2. Night Shields.
This saved me the game. First turn as the Craftworld Eldar moved on, there were some extremely close Night Vision rolls for the vehicles to shoot my Raiders and Venoms. Thankfully, paying for the Night Shields ended up knocking off the extra inches that meant most things were safe, mobile and still able to shoot, when it came to Turn 2.


3. Cover
I'm starting to use cover a bit better now with the Dark Eldar. Starting my setup hugging buildings, or using their agile nature to position myself well.

4. Supporting Fire
In previous games I had been relying on my Dark Lances off the Raiders in order to damage vehicles. At best I wanted to destroy them, at the very least I'd prefer to stop them shooting for a turn, rather than an immobilise.

What I'd began to do was to use the Blaster and Blast Pistol (if in range) from the Raider squad first to have 1 hit, then decide if I could use the Dark Lance elsewhere. This meant usually, 3 shots on a single vehicle, that could help keep me alive, or better yet, remove the threat.

5. Supporting Units
Similar to supporting fire with other units, the concept of tag-teaming units together. This usually came in the form of a Warrior Squad thinning infantry units, to allow the Wyches or Incubi an easier fight.

What I tried to do, was to ensure that rather than Unit A shoot Enemy Unit A, Unit B shoots Enemy Unit B, etc. I tried to make it so that I had 3 - 4 units attacking a single target at a time, crippling or removing that enemy unit completely.


6. Shattershard.
This was an awesome 15pt spend. Basically, it's similar to Jaws of the World Wolf in that it's a "Remove from play" attack, with no savesof any kind allowed, just a toughness test. The other good thing about it is that it's "Models Hit by..", which means any model under the template takes the test. Not distributed around the unit like Wound Allocation, as there are no wounds to allocate.

What this meant on Monday was that I got the template over 6 or so Dire Avengers, along with Asurman. Asurman failed his Toughness test, and despite being a bad-ass Phoenix Lord with Eternal Warrior, he was popped... No doubt that my Haemonculi won't be getting anywhere near the enemy lines in the future.

On the bright side (down side if you're me) it's only One Shot and you can only take 1 per army.

7. Beastmasters run. All the time.
However solid they may be, my Beastmaster unit seems to run away in every game. They'll do some damage, and soak up fire, but so far they've legged it each time. I'm thinking maybe I need to invest in some Razorwing Flocks to go with them to try and get some rending rolls and deny armour saves. Since y'know, you can roll a shedload of attacks, but still have everything saved. (With Craftworld scum casting Fortune!).

Conclusion
I've done a fair bit of reading on the Dark Eldar, along with some changes, but I'm really enjoying playing using them. They're making me think alot more about cover, my positioning of units and my mobility around the board.

It also REALLY helps when your opponent forgets half of his upgrades and special rules... Unfortunately, I've not got a clue when it comes to Codex: Eldar so didn't know what most of it did to help out.

So that's that for another week. I think that we may be partaking in some Battlefleet Gothic next Monday!

Peace,
SB

Tuesday, 21 June 2011

WH40K 6th Edition???

Hi all,

Angryman here, I was reading through the warpshadow forums and came accross this:

From Blood of Kittens: http://www.warseer.com/forums/showthread.php?t=307825


Through Warseer: http://www.warseer.com/forums/showthread.php?t=307825

Quote:

We, the gamers, are sitting on the receiving end of this dishonest policy once more. We are treated like children and that is exactly the goal of these changes. So here are some of their plans, as long as the info is available, to spoil some of their surprises:

* first 6th edition codexes, but release before or with rulebook, small release with single or two waves: Black Templars (1 waves: 2x plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x Finecast), Necrons (2 waves)

* first real 6th edition codex: Codex Chaos Legions, really big release in three waves, doesn’t invalidate Codex Chaos Space Marines which gets extensive White Dwarf update as Codex Renegade Space Marines

* two starter sets, each with rules, dices, movement markers, mission booklet, one with Dark Angels and fitting scenery, the other with Black Legion and Chaos scenery.

You can combine both to play the campaign or use one set alone to play a selection of dumbed down scenarios against every other force, first starter set that comes with a model for a well established special character

* 6th edition is finished rulewise for some time now, the overall goal is to fix some of the long time problems of the game system. Expect a lot more fundamental improvements than last edition. The rules were even more ambitious at some stage of development, but didn’t get approved as they were too far away from the established rules.

The main designer left company and his successors brought the rules back in line with the existing codexes. The rules are nonetheless a bigger step forward than from 4th to 5th. Changes are so big that the next edition relies partial on erratas to fix old codexes. Development relied heavily on feedback of veteran playtesters. You can see some results of this new approach by the way the FAQs were handled in the last months. All codexes since Codex Tyranids were written with the new rules in mind, especially the new mission and reserve structure.

* The main design goals are: one book to rule them all, heroic characters, visceral combat, streamlined mechanism, cleaned up presentation and strategy before chance * strong narrative focus on Chaos, perspective shifting from the Empire to the struggle between free races and the Warp

* the biggest rule changes:

- similar ballistic to hit chart as wound chart: compare BS to target’s speed and unit type. BS 3 hits moving infantry on 4+, but lightning fast jetbikes on 6+ and stationary tank on 2+… HUGE

- victory points are back, but with another twist: you get two victory points if an unit holds an objective for an entire game turn, if a scoring unit holds one, you get three and one if you destroy a squad leader or vehicle

- before the game there is a bidding contest for the opportunity of the first turn, if you bid more strategic points you can go first, but the enemy can spent these points on stratagems as in Cities of Death: 22 generic stratagems

– for example for one point you can decide on night fighting or place an automatic gun, for four you can shift your reserves, most expensive stratagems are at 12 points and are really drastic, every unspent point can be used once a game for a reroll

- new turn sequence: prepare-movement-assault-shooting-consolidate new phase “consolidate” phase for random movements, jetpack movements, pursuits, morale checks/effects and resolving shooting reactions assault before shooting

* big units are real roadblocks! Some more examples for the development doctrines One rulebook for all:

- flyer rules are incorporated in the main rules

- narrative rule section that expands core rules: formations, super heavies, gaining experience

* modular rules, core rules can easily be expanded by narratives rules or another expansion set Heroic characters:

- independent characters more powerful, armour save and invulnerable save at the same time

- squad leaders more important, no more 50% rallying threshold, unit can rally as long as squad leader lives

- independent characters can snipe More visceral combat:

- standard cover only 5+ now, Feel No Pain (1) only on 5+

- slow slogging units very vulnerable

* some weapon types are specialized in taking out specific unit types and are incredible good at doing this (sniper vs. infantry without armour), but on the other hand ordnance vs flyer isn’t going to do much streamlined:

- no more random movement at all

- 5 general types of psychic powers

- wound allocation like 4th edition on unit basis, but attacker can chose every 5th wound to go to a single model (sniper weapon every second wound)

- artillery is normal immobile vehicle squadron, crew has no other game purpose than to be a counter for rate of fire and attacks clean up of combusted rules:

- there are tiers for most of the special rules. Instant Death (2) circumvents Eternal Warrior (1) for example. Feel No Pain (1) is 5+, Feel No Pain (2) is 4+ and Feel No Pain (3) is 3+. If no value is given, the special rule is tier 1.

- no more difference between leadership test and morale test

* terrain rules on a single page, true line of sight, non-vehicles models are ignored altogether, rules for special terrain like bunkers, ruins or deathworld mangroves in narrative rule section less randomness, more strategic options:

- more elaborate reserve rules, can nominate turn of arrvial and has only small change to arrive earlier or later, or can intervene behind enemy lines, arrives randomly but can hinder enemy reserves, must be distributed evenly between turn two and three, later arrivals only randomly

-no more random game length -no roll for first turn

-deep striking units more than 18” from enemy away don’t scatter, but landing in 6” is much more dangerous

- movement impairing effects from pinning weapons even if morale check is passed (if roll is above halved Ld), Fearless not immune to this, but only effected if rolled over full Ld

- more reactions to shooting than going to the ground depending on unit type and special rules. bikes can evade (3+ cover as same as before, but cannot assault or shoot next turn), jump troops can fly high, units with Stealth can attempt to vanish
 
I have no idea how true these are, as usual, all comments welcome

Badger's Log - Finecast Dark Eldar Incubi

Ello all,

Played another game with my Dark Eldar last night, against Angryman's Craftworld Eldar. I'll get onto that a bit more tomorrow, but first up I wanted to show off my Finecast Dark Eldar Incubi.

Now I know there's been a lot of moaning about price increases and such with Finecast, but personally I'm all for it. Metal models weigh a ton, require pinning and also require regular upkeep and a good spray of varnish. I'm more than willing to pay a few quid extra for my models to have them lighter, easier to transport and not require varnishing or pinning.

That being said, I've had problems with the boxes showing up with the wrong number of body sprues to match the Klaive sprues. So what I'd suggest is that if you want to buy any that are boxed, get them from the store and open the box there and then. Rather than dealing with GW customer services and waiting on the postal service...

Anyway, that being said. It took me a few hours to assemble the squad (lots of flash to trim) but not very long to paint them. An hour or 2 on Sunday left me with these 4.


I'm really pleased with how the blue armour's turned out. It's literally just a very controlled drybrush using Ice Blue. I also really like the helmets being white as a contrast, along with the effect the black wash has given on the Klaives.

The new Incubi are some of my absolute favourite models GW has done, I love their rules, fluff and the models - it was just the weighty metal stopping me from buying them. Hopefully I'll get a few more of them soon and make my army so that it's heavy on Incubi. Damn you Drazhar for not making them a Troop choice!

Comments and critiscisms? Anyone else like the Incubi models? Had any problems with Finecast?

Peace,
SB

Monday, 20 June 2011

Demo Game - Battle For Hades Hive - 2nd War for Armageddon

Ello,

On Saturday we ran 2 demo games at Phalanx in St Helens. It was a really good event, and I'd urge those who didn't go this year, to check it out next year. I've not got any pictures of the actual event hall and stalls, but there were a lot of really great traders, along with a bring and buy. (So next year, I'll start saving up some pennies a couple of months before!)

So, we decided for our MAWS 40K demo game, we'd like to do one of the Armageddon battles, but it was dependant on who would be going as to what one we'd run. Eventually it was decided that we'd do the 2nd War for Armageddon as we had Orks, Guard and Blood Angels.

We did it at 10k for the Orks and 9k for the Imperium, but loooking at the table we had, we vastly underestimated how much stuff we had to fit on the board - although it did look epic! But actually trying to play the game and move units was a nightmare.

So yeah, here's some pictures of it all...


Pre-Game shot of the terrain on the table, courtesy of Sanguinius' hard work.
View from the ultimate Vantage Point. No cover saves from up here folks!

The Green tide descends!

"Who suggested 10,000 pts? Look how many Orks I've got to move!"

Tycho and Corbulo become a road block, to prevent the Stompa getting to the Land Raider.
"Fire EVERYTHING at the Stompa!"

Mr Stompa Head finally topples over after 3 turns of Imperial shooting.
Sly Marbo takes aim...

Ork Fighta Bommas emerge amidst the Imperial Guard's backline.

The Killa Kans attempt to avenge their father... "Nooooooo! Daddy!!"

(Young) Commissar Yarrick takes on Warboss Ugulhard, ultimately defeating him and claimining his Battle Klaw!
Dante and the Sanguinary Guard take on the Meganobz and Warboss.
We called it at the end of Turn 3, as we needed to make a start on packing up. It was good fun, just a lot of models for the table size we had, especially playing 1 v 1.

The Imperium held back the advancing green tide (no thanks to the amount of terrain on the board!) succesfully defending Hades Hive for the time being. But we all know that Orks never truly lose!

We've got a few plans for future demo games, (all of which will be reduced in points!) based on feedback and other demo games we saw around the hall.

Big thanks to everyone who helped out beforehand and on the day (Sanguinius, Col. Straken, Farseer Jordan) and also a big thanks to St Helens Spartans for organising a fantastic event, and allowing us to play the demo game.

Peace,
SB

P.S. Everyone LOVES the Stompa. He'll definitely be at the next show.