Friday, 31 July 2015

7k views + necrons

its that time agen where I thank every 1 for reading my ramblings about general rubbish lol

Image result for thank you meme

I must know something n I like 2 think that as im writing on the internet wat im saying isn't wrong and cane be used as evidence 2 prove other people wrong ! lol

so iv gone back to painting necrons and im very close to finishing the old canoptek harvest  iv done the red/green and corrections  jus  blood effects and bases let to do

and here are the wraiths !! the spyder n scarabs are also in the same state  I will finish them when I get back from my hols

then ill do a full group shot

in other necron news iv built all my lychguard now and destroyers!!  which were posted up a few days ago

im still determined to have these painted by the end of the school holidays which is the end o august or non UK ppl its gunna b hard but well see wat happens

at the very worst id like this all done or end of sept when new tau stuff comes  out

Monday, 27 July 2015

destroyers ho!!!!

this is my small start for the destroyer cult once I get 5 more ill be sorted!!

so wat can I say about destroyers that hasn't all ready ??

before goin over wat they gained lets look at where they came from!!

the old destroyers were jump infantry  and 1 wound and 40ppm  now that's not bad but they were constantly over shadowed by wraiths who were a far better choice

so they got the super saiyan make over !! increased mobility in the form of jet pack infantry and an extra wound and still 40pts a model still with a str5 ap3 2 shot weapon but wat really makes them so much more appealing is the destroyer cult formation!!

as a side note in the reclamation legion 2 wounds T5 makes that 4++ protocols roll go a long way but this is the start of the awesomeness  bcoz chosen as an auxillary formation they get move thru cover so no dangerous terrain tests so they can jump in and out of cover all day long and not worry

the  formation itself gives the formation re-roll failed wounds and armour pen rolls which means they'll have amuch easier time wounding those big creatures and getting thru heavy tanks!!

they still get preffered enemy so re-rolling 1's to hit further increases their effectiveness

u can also add in a stalker to make them bs5  which makes their destructive power unstoppable!!

game VS nids and necrons

long story short I won !!! wooooooo!!

but lets break it down game 1 VS necrons

well this was interesting a Decurion detachment with praetorians immortals and warriors 2 doom scythes  and flayed ones

he played defensive and spread out rather than coming at me in 1 giant wave he missed out on the re-rolls from reanimation protocals bcoz hed spread his units out 2 far which made them easier 2 kill

I took a lot of damage once the flyers came on but by that time the corpse theif was into his back lines and had chewed up his big block of immortals and warlord up after that it was pretty much done!

game 2 VS nids

this was a leviathan detachment with the 9 zoanthropes and maleceptor  this was a really bloody battle turn 1 I put 3 wounds on a dimacheron and 2 wounds on a flyrant. his turn 1 he killed a venom picking up first blood and did about 4 wounds on the corpse theif coz I rolled really hig hon LD ship tests with their funky powers. I also killed the dima turn 1 in combat lol

turn 2 it was massed shooting to take down the hormagaunts on my left flank I charged a unit of zoanthropes and into this combat he poured gaunts more zoanthropes and the malaceptor

at turn 3 the guants and maleceptor had gone and id finished clearing out guants from combat and the left flank

turn 4 was getting points n mopping up really  with 1 flyrant I was really lucky!! 

so rapetrain has won 3 str8 games and iv got an alternate list 1500pts






formation corpse theif


scatter lasers

scatter lasers

so main difference is less bikes no flyers and war walkers but to get 2 1750 I can add a flyer or fire dragons in a raider with a archon with WWP 

Saturday, 25 July 2015

whats in a core?

Image result for ben and jerry's core

its a starting point and quite tasty but not the core I was thinking of lol

as im testing the corpse thief claw at different points levels their is for me a starting point for every army before I add in the optional extras to finish a list or round it off

so how do u decide on a core??

well firstly this will depend on play style and wat kind of list you are wanting to run a core could be the go to unit/combo that u like or it cud be a solid hq and 2 troops I think these are the main 2 styles of cores and ill try and expand a little on these with my armies etc

with 40k being so diverse now its not just a matter of a CAD but weve got detachments and everything else

so lets go for the standard CAD eldar

spirit seer

avengers x5
scatter laser


this comes in at 490 points  so in a standard 1500pt game iv got 1010pts to spend on goodies

but this could easily go the other way and I could start with something like 9 hornets 2 far farseers and a skyshield landing pad which comes to 1025 so after  that u may not have much room left at 1500pts to throw in lots of other stuff

the key differences is one starts with a power house n then puts in the troops as u need them lol and the other start with wat u need (hq, troops)  and then uses whats left to build

another example is my Decurion style necrons now the core for them is the reclamation legion + royal court this my core and it comes to roughly 1300 pts which is a lot but i think this is a must for necron's and wudnt write a list without putting these 2 in first

and that is essentially wat the core is its a must have it doesn't have to be pts efficient for example a core for my eldar allies is  an autarch on bike n 3 wind riders which is 136pts

as i do try to write take on all comers style lists i do tend to start with hq n troops n for my other armies it looks like this


warrior's x5


comes in at 295 pts very cheap give's me plenty of points 2 add in stuff that i want

i tend 2 go for 3 tooled up princes n then fit the rest of the army around that

i think i build it round aunva and broadsides and aegis

their is pros and cons to both methods and like i mentioned its all down to play style TAC lists that want a bit of everything may start with a core that is HQ n troops then build up

an aggressive player may decide on building a list round a death star like the cent star or screamer star n then add troops in after that

Friday, 24 July 2015

next challenge

on sunday ill be facing off against at least  necrons and maybe nids  so well see at happens

VS necrons

now readers of the blog will kno I have a Decurion detachment that kicks face n takes names and im slowly painting it up its taking for ever!!!  necrons generally short range 24" but well be playing on a 4by4 board so I only really have 2 turns before their in range n I don't think the DE will be able 2 withstand the fire power getting glanced 2 death :(

the other down side is I kno that if u put the points in u can really stack up the saves and make them impossible to kill if he has crypteks  with chronometrons ill be struggling  BUT I do know that if u can get them 2 fail a morale test doesn't matter how gd or how many saves u get their is a better than average chance of the unit running away which has happened 2 me a few times so the

now he did mention wriaths n im hoping its not a unit of 6 tooled up but well see so the main job for my corpse theif is 2 intercept this unit b4 they make a mess of my army lots of ID wounds will do nicely and speaking of ID  if he runs a normal army it will make his reanimation roll a 6 or with Decurion a 5 so they shud munch thru a normal squad

next thing to worry about is vehicles iv got corpse theif n 2 scourges they shud be more than enough 2 put the hurt on them that 8 haywire n 5 twin linked haywire n I think that will be more than enough as were playing 1500pts they shud munch a vehicle a turn all being well lol

after that its keeping the venoms as far away from the warriors n things as much as possible so they survive

I think that is it use the corpse thief as a buffer to stop the wriaths then harass with them is the main plan

VS nids

long story short same thing buffer with corpse theif and then harass with venoms n stuff !!!

the big difference is the local shop is running a tournament and its only 1 flyer!!  so  thank jebus that he CANT run massed flyrants bcoz I think my poor venoms wud all die if I had to take them on

so as long as I can keep him from getting into charge range ill sacrifice the scourges and use them as buffers after first blood has bin taken!

n that's kinda it really

Wednesday, 22 July 2015

rape train!!

so I tried my first game with the corpse theif claw and it went quite well  only lost 1 model  and the in a kill point game they generated 8 kill points  the bonus rule got me 3points very impressed so far

I did wat I thought was best  scouted up stayed in terrain ready 2 pounce and the haywire blasters worked really well picking off tanks little 2 gd lol 

but the main problem I can for see is fast units like jet bikes jump infantry n things that generally move 12" as im only moving 6 inch a turn its hard 2 catch them which means my back field has2 pick them up and 4 shatterfield missiles do that quite nicely!!

so I think next game ill jus run forwards n tie up the enemy with them and not focus on trying 2 get the extra points from killing units

having a discussion with another DE  player  and  lookin at ways 2 boost them  has suggested aspect host in venoms so fire dragons hitting on 2's n u can D/S those venoms if u wanted 2

kinda quick but not much happened lol

Monday, 20 July 2015

items !!!

I went  into a buying frenzy!!!  and look

5 talos  fire dragons  and lychgaurd that's necrons and dark eldar   these will get built before sunday so I can use em in a game Tuesday hopefully

and here they are built and based which took far longer than expected

as for painting im doing both halves separately  starting with  the metallic  which is leadbelcher then nuln oil then necron compound and blood for the blood god on weapons and chains and things like that

vials/tubes are  gunna be green washed and glossed to make them look like glass well see how that goes

armour is gunna be black n highlighted

skin will be pallid wych flesh maybe with grey or the other way round I think

the face plate will be purple with gold trim to make them linked to my DE as the main colours are gold n purple

hopefully ill have some WIP shots up very soon!

Thursday, 16 July 2015

dark eldar fighting fit v1

here is my 1850 list when I started writing this I was a lil worried as my previous anchor was a wraithknight and at 290 pts something daft like that it was relatively cheap for how amazing it was

now tho iv got a whopping 700 pt unit which is a personal best!!  iv never shovelled that much into a unit

and naturally u find that u cant all ways take what u want  sorry fire dragons :( 

D/E primary


warriors x5

warriors x5

x2 units

void raven
x2 units

corpse theif claw ichor injectors/haywire blasters



bikes x4

bikes x3

my only concern is a lack of ap2 but iv got blade storm so they can hunt termies n thing like that
got lots of anti infantry and anti tank and some air superiority
the only  real change I can see 2 make now is
drop the scourges and lhamean  so I lose quite abit but put in a archon with webway and 10 fire dragons for some much needed low ap high str that will be my alternate list that I try after this 1 I think

corpsetheif claw

ive bin in a good mood so I got started getting the dark elder to be table top ready so I bought 5 more fire dragons  iv now got a unit of 10

and the main bad ass formation!! 5 talos with ichor injectors and haywire blasters
Image result for dark eldar meme
this give's me a unit with 15 wounds  T7 FNP and fleshbane at i4 ill be going before most pesky stomp attacks and with 4 attacks each for CC weapons and 5 on the charge! they'll murderise most gargants as this is where I think this list and most lists in general will struggle with the exception of my anti gargant formation which is 25 warp spiders lol

the next benefit is that if this unit kills an enemy unit in combat I get an extra VP  which means all those pesky 5 man combat squaded marines are gunna be nom nom nom'd with awesome multi charges

and other bonus as they get twin linked splinter canons that's  30 shots!!  from 1 unit at the min iv gone for haywire blasters  but ill try both set ups and see how they go

the unit can also scout should I wish 2 move up and get closer which is allways gd if u go first then ur at the halfway mark with a tempting piece of bait as this will be the main anchor for the army it wil be dealt with swiftly by most opponents

so here is wat my dark eldar look like with this edition


warriors x5
splinter canon

haywire x4

void raven


fire dragons x10

bikes x3

war walkers x3

corpsethief claw aka rape train lol

I'm hoping this is around the 1850 mark but I haven't worked out pts yet  but the eldar detachment comes out at 536pts while the dark eldar and formation come out at 1765

the good news is some portion comes under 1850  but I lose out on quite a lot

for example both war walkers and fire dragons add some punch for first turn and D/S

so now this bloated  heffer  needs some
Image result for gym meme

so the next article  will be trimming this 2300pt monster down 2 1850 and a lil 2k as well

Saturday, 11 July 2015


so lets jus have a lil re cap on how bad this game is!!

1. mortal wounds  most things don't get a save at all against these wounds
2. shooting into combat and magic can affect those in combat

Image result for age of sigmar meme

so I played 2 more games of AoS  and  here is what I've found:

game 2 was "balanced" in that we both had a similar model count, now with game play the only thing that became frustrating was wat was frustrating me before so in a strange sense I think this is the sweet spot as both me and my opponent agreed that the game felt better and was more enjoyable.

the next game I found another flaw  jumped up this was one I stumbled across as I was trying the mystic shield power out

so mystic shield last's from 1 hero phase to the next IE a game turn BUT the problem comes in when the turn ends here

we both roll off for turn order and the highest dice gets to choose ........

this means for example game turn 2 I cast mystic shield
then its my opponents turn 2 I still have mystic shield
we roll off for game turn 3 and I win
turn 3 I let my opponent go first and as I haven't had my hero phase yet and mystic shield is still active!!!

so that's an extra half a turn on buffs and that's not just for mystic shield its for anything that ends in the hero phase so other spells and abilities

also even in a balanced game where u take random units etc  if u have a 1/3 more than ur opponent unless u are abusing the instant win rules with heavy hitter it jus does not work

onto other way's to balance the game  for those that need that comfort blanket

so the biggest and easiest way to do this is have a wounds cap so  play 25 wounds etc etc  not sure how this will work as  plague drones have 5 wounds each lol

the next one is to use this equation to get a rough ppm = wounds + attacks x bravery

so some guidelines  its total attacks  shooting/CC  if its a D3 use the average of 2

now lets recap on game 2  using this points system although the models were near enough  even in points I had around 400more

in game 3 when I had a 1/3 more I had 42 models at 2350

so if a model as 10 wounds 10 bravery and have attacks 5 so  10+5=15x10=150  its very simple :)

the final game is 2 use this method n see wat happens

Friday, 10 July 2015


so its bin a while since iv played tau  and that mainly bcoz I went for the static gunline with them and while it worked it wasn't as fun as  other faster more mobile armies or jus plain punching stuff in the face!!

its mainly wat iv been doing with demons lately
 Image result for tau meme

but with the imminaent release of the  tau aunar I think its TK-139  as all tau suits need stupid abbreviations if u haven't seen it yet here it is in all its glory!!

now how to pronounce it sounds similar owner  so im jus gunna call it the owna  coz it will own anything racking up an impressive 13 guns this is the new tau lord of war !! 

my next hope is that the old crappy crisis suits of old disappear and we get a nice new lovely set  also with the releases of the FA  riptide and HS riptide  I think id like to cram as many into one army as I can along with the LOW but this is a dream until the new book appears

the model itseld is sed to be around the size of a cerastus knight   so its pretty beefy and much bigger than the current riptides

hopefully it will be out in the next few months

Thursday, 9 July 2015

rage of sigmar!!! fight!!!

Image result for age of sigmar meme

gd old gdub brought out a new game and to see how much cohunes  they got I gave it a go!!  at this point I didn't have much warhammer fantasy exp but ive played a few other systems and im sure iv use the above so when I found it I was quite happy
 Image result for age of sigmar meme
I also liked this 1 so im throwing it in their as I forge my narrative lol pun intended lol

so neway  meme's aside 2 days ramblings is combat now its far 2 complex  for a game they've aimed at kids and dumbed down to the point of bein retarded working out how many teeth ur righteous sigmarite has knocked out of some1's face is quite comples 

and 2 demonstrate here is some other examples from other systems

warmachine/hordes  2d6 + MAT beat def to hit PnS +2d6 beat arm 2 wound

so  to beat DEF 11 with a MAT of 7 u need 4 on 2d6 and to wound ARM 18 with a PnS of 10 u need 9 

now that's  quite simple

malifaux  even simpler  draw a card and add it 2 a stat   highest wins and the difference determines damage  very simple

40k  roll to hit roll 2 wound  then take saves equal to wounds taken and remove whole models before moving on

now these are pretty much str8 foreward  while some are worded strangely (looking at u warmachine)

these maybe don't compare to RAGE OF SIGMAR!!!

so hitting and wounding is really simple  its a set number and any body who understands what the dots mean on dice should be able to do this bit for example  4+ to hit 3+ to wound but then each weapon/item etc has a damage value and this is where it gets complicated

the to wound roll isn't how many wounds u do its a potential to do damage  and the wounds that aren't saved are then converted into actual damage!!

this is a step that is overly complex and could be refined or taken out completely

so if a weapon wounds on 3's  with 2 damage and the opponent fails 2 saves that's actually 4 damage even multi wounded models like the eternals with 3 wounds have trouble defending them selves

and this is down to the random nature of combat the only adventage is who's turn it is gets 2 choose who attacks first so their is even more chance that a big monster or unit can be taken out before they even get 2 swing

but this led to a debate on this style of failing a save equates 2 multiple wounds and how it should be done as their are no clear examples in the rules as to how it should be done

if the roll 2 wound's as they don't do damge should u then roll again if damage is a d3 or d6 and then take that many saves instead so that in theory uv saved every wound rather then taking saves against wounds then converting failed saves into damage

as GW don't give a fuck how u play then its entirely up to the players

a quick rant on mortal wounds  wat a RETARDED rule  do damage and u have no saves against this arcane bolt is a ridiculously stupid spell !!  as any wizard can cast it this means most armies that took lots of wizards have an advantage another massive mistake !

so for my first  game I played against the  stormcast etarnals with

3 flying princes

as I  finished first I got choice on turn n let my opponent go first n I got sudden death victory so chose assassinate on his hero 

the mortal wounds killed of the flying guys turn 1

turn 2 we were incombat

turn 3 I managed 2 get priority n killed his hero with magic

it was quite easy and would have been even esier if it was a set turn order

the other problem is u can shoot into combat with no penalties and same for magic  (if ive missed that rule then ooops lol)

which means no1 is safe  he did kill belakor and 2 princes but still it wasn't enough  which shows if u go magic heavy with big hitters this game is rubbish

and all these flaws make it a really poor game

game 2 and 3 will be more balanced and ill out number my opponent and well see if it makes a difference

Saturday, 4 July 2015

age of warmachine !!!!

so  massive change from wat normally happens age of sigmar rules have dropped and their out as a free PDF so im currently reading them as I type!!

so I think the easiest way to start the write up is  page by page !!

so the first page is a basic intro / terrain discussion and for something important like this it should probably be more detailed although I may stuble into what im looking for in later pages

for example the first thing it talks about is how many models to use and says a game with 100 miniatures will take up an evening, so smaller games lets say 50 models may sit at the standard time for a game of fantasy having no real fantasy experience those who have played fantasy regularly will soon decide wether these stream lined rules are  actually goin to make the game quicker or not

next its warscrolls and this is a big key difference from the old system  units cannot be joined by anything that is not on their warscroll and unit coherency is 1"  which means  u'll no longer see deathstars like u do in 40k but im sure some dirty combos will arise somewhere else.

another vague insight to how to play is the table size now it says has 2 be bigger than a 3ft square so im guessing 4ft square is the minimum table size but not sure as to how many minis this is for

but the next section is scenery and that says that u both decide what realm to battle in this will determine wat rules will be used for certain models now I see this as being maybe the most important roll as obvisously no1 will choose together unless they have the same force

so this roll will be 2 either get a bonus for ur force OR deny the enemy their abilities

scenery is placed using the 40k method  2ft square  and roll  look at a table and place that many pieces in it

u then roll d6 to decide wat the scenery does and each of these is quite gd really which adds an extra dynamic

 and that's  page 1 done  hopefully some of these will be cleared up in the next section

so now where into the meat and tatties of the rules settin up n stuff!!!

so  deployment has 3 styles 2 vanilla to 40k  hammer and  anvil and the standard deployment method
then the 3rd looks liked 2 L's sat on top of each other looks quite funky

here is the 2nd tactical decision  winner of the roll for deployment chooses deployment style!!

after that its deployment and now here is where its nice and comforting to the fantasy players trying to make sense of a scary new world units are set up 1 at a time alternating their u go safety blanket!!!

the key difference is u jus set up models until u decide that u don't want to or u run out of space  and those models that u have left can still be used some how at this point im guessing some kind of reserve mechanic

here is the 3rd tactical decision  first to set up can choose to go first or second

after that 1 becomes the general and gets to use hero abilities

victory conditions table an enemy to win pretty easy 6 turns in total shud that not happen its down 2 percentages  who ever loses the least  wins

sudden death conditions
if for some reason u have 1/3 less models and u may if all u brought was 5 dragons lol then u get special bonuses in the form of a warmachine like caster kill  the main problem is that the outnumbered player gets 2 choose the condition and the easiest is assassinate the player who isn't outnumbered chooses 1 character with a key word like hero, priest, wizard, monster  now their are others such as a unit but if u choose this then ull end having to kill the hardest unit and ull need equally harder units to do it with

the other easy 1 is have a unit last 6 turns now that should be easy with a flying creature as long as they don't have flyers n stuff 2 attack it with but having not got to that section yet its hard 2 say how easy that will be

now weve set up we know the turn order some warscrolls have b4 the game begins abilities these are done now with another roll off if u both have them pretty simple


here is the sequence for playing  and the die hards of fantasy will be crying

hero phase - cast spells use hero abilities

basically what it says on the tin  use spells by wizards and hero abilities these are normally in ur turn only but if it says any turn then the player whose turn it is has priority. all generals have inspiring prescience as a standard ability but some may have more on their warscrolls

movement phase - move units

units move as far as they can in inches  also vertically to climb walls etc no part of the model may move further than the move characteristic

a lil tactic if u move winthin 3" of an enemy (or vice versa) then they either remain stationary or retreat  if u retreat u cant charge or shoot  running is d6 if u run u cant charge or shoot

flying models jus move over things as if their not their so im guessin u can still be charged etc

shooting phase - ranged weapons
pretty simple choose a unit shoot and repeat lol

charge units - charge into combat  (more like 40k)
2d6  n move that far as long as u haven't done any of the following run or within 3"

combat phase - pile in!
this is strange its not bin well thought out or clearly written here is the paragraph
the player whose turn it is picks a unit to attack with, then the opposing player must attack with a unit, and so on until all eligible units on both sides have attacked once each. If one side completes all its attacks first, then the other side completes all of its remaining attacks, one unit after another. No unit can be selected to attack more than once in each combat phase. An attack is split into two steps: first the unit piles in, and then you make attacks with the models in the unit.

so this reads as if combat is done kinda like warmachine u attack on ur turn and the enemy attack on their turn  but its at the same time also the units don't have 2 attack each other but they will as its compulsory a unit must attack but they get 2 choose the order so for example

if their are 3 combats I can choose 2 attack in any order alternating with my opponent I suppose it adds a layer of tactical decision

battleshock - test for bravery of depleted units

taking bravery tests is quite simple  although its done by both players their doesn't seem to be a "winner" for combat which could be a mistake

all u do is roll a dice and add the amount u lost that turn so this will be for units shot at etc and u add 1 to bravery for every 10 models in that unit and the number u fial by u remove that many models as casualties

so that's combat n stuff it looks kinda clunky from how its written and well need to see it on the table to make a proper informed decision

bit weird but the next page starts with an in depth instruction on combat so here goes!!!

so how many attacks do u get easy its the A on the weapon the model has lol

are they in range to attack they are if they are within the range of the weapon in inches easy!!

how 2 hit n wound simple  2 hit roll above the weapons to hit value then to wound roll above the wounding value  no more  working out T or WS values!!!

now wat happens well u minus the rend value from the save  im guessing if u go over 6 u don't get a save but it doesn't say to a minimum of 6

this bit is weird u have 2 be in range //LOS to attack but u don't have 2 to apply the wounds 2 models in range or LOS of the attacker so u can keep gd models in the fight n get rid of useless models from the back

mortal wounds are basically auto wounds u don't roll to hit or wound or save 

cover is a +1 to the save they have rather than an alternative save


still kinda like old fantasy but their is no pool for dice  u jus cast a set number per turn   so if its 2 then u can cast 2 etc u roll 2 dice and if u beat the score that's it  also  if u want 2 dispel u need 2 be within 18" and have LOS to the caster u roll 2 dice if u beat the roll its stopped

al l wizards know 2 main spells arcane bolt  d3 mortal wounds value 5 its awesome

and a shield that adds +1 to the save

disclaimer if weve fucked up sort it ur self lol

so next up is  warscrolls for demons!!

Thursday, 2 July 2015

canoptek harvest is

RED!!!!!! so iv finally hit the half way mark to getting the canoptek harvest painted  all the scarabs are done and the spyder is half way done

so I started with khorne red as a base
the next layer will be wazdakka red
and highlight with evil sunz I think it is lol

I had sed that I wud paint them in the hive fleet colours for leviathan but iv now decided that as I've got numerous formations I can paint the formations different colours which breaks up having to paint lots the same colour and it look funky lol

still holding out that ill get these done for the end of the week but that now really slim lol

in other news  the bases have arrived for my blood crushers so they'll get pinned next week n painted up  n then  lord of change will get put on his base n done up as well  then they are officially done!!