its that time agen where I thank every 1 for reading my ramblings about general rubbish lol
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
Friday, 31 July 2015
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
HQ
lhamean
venom
canon
troops
warriors
venom
canon
sybarite
warriors
venom
canon
fa
scourges
haywire
scourges
haywire
formation corpse theif
allies
hq
autarch
bike
troops
windriders
scatter lasers
HS
warwalkers
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
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
HQ
lhamean
venom
canon
troops
warriors
venom
canon
sybarite
warriors
venom
canon
fa
scourges
haywire
scourges
haywire
formation corpse theif
allies
hq
autarch
bike
troops
windriders
scatter lasers
HS
warwalkers
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?
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
HQ
spirit seer
troops
avengers x5
serpent
scatter laser
ghostwalk
x2
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
DE
lhamean
venom
canon
troops
warrior's x5
syberite
venom
canon
warriors
venom
canon
comes in at 295 pts very cheap give's me plenty of points 2 add in stuff that i want
demons
i tend 2 go for 3 tooled up princes n then fit the rest of the army around that
tau
i think i build it round aunva and broadsides and aegis
conclusion
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
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
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!
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
HQ
lhamean
venom
canon
troops
warriors x5
sybarite(warlord)
venom
canon
warriors x5
venom
canon
FA
scourges
haywire
x2 units
HS
void raven
missiles
x2 units
formation
corpse theif claw ichor injectors/haywire blasters
allies-eldar
hq
autarch
bike
troops
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
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
HQ
lhamean
venom
canon
troops
warriors x5
sybarite(warlord)
venom
canon
warriors x5
venom
canon
FA
scourges
haywire
x2 units
HS
void raven
missiles
x2 units
formation
corpse theif claw ichor injectors/haywire blasters
allies-eldar
hq
autarch
bike
troops
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
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
HQ
archon
wwp
troops
warriors x5
venoms
splinter canon
x2
FA
scourges
haywire x4
x3
HS
void raven
missiles
x2
allies
HQ
autarch
bike
elites
fire dragons x10
troops
bikes x3
HS
war walkers x3
formation
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
so the next article will be trimming this 2300pt monster down 2 1850 and a lil 2k as well
and the main bad ass formation!! 5 talos with ichor injectors and haywire blasters
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
HQ
archon
wwp
troops
warriors x5
venoms
splinter canon
x2
FA
scourges
haywire x4
x3
HS
void raven
missiles
x2
allies
HQ
autarch
bike
elites
fire dragons x10
troops
bikes x3
HS
war walkers x3
formation
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
so the next article will be trimming this 2300pt monster down 2 1850 and a lil 2k as well
Saturday, 11 July 2015
RAGE OF SIGMAR ROUND 2 !!!!!!!!!!
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
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
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
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
tau!!
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
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
its mainly wat iv been doing with demons lately
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!!!
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
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
fateweaver
belakor
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
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
wizards
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!!
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
wizards
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!!
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!!
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