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



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



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
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

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


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

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
 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


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
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!!