firstly id like to thank all the readers in under 1 year 11 months 2 be precise iv had 1026 page views so u guys must like sumthin that im talking about lol
on to targets this month they were ridiculuosly simple but because total wargamer didnt get their order i didnt get mine !!!!!!
so i havent been able to meet them although i havent done lots of work on the mortis engine so its not a full waste
the 5th ed rulebook has now been pulled from the shelves 6th ed is less than 1 month away
a few more stupid hopefully troll rumours are
going back 2 troops bin gd and can fire 2 or 3 times
choosing terrain before the start of the game for ur army
random terrain effects some include setting it on fire
random pyschic powers
pychic lores like fantasy
random charge range like fantasy
% for army lists
im sure theirs more lol
its also far 2 warm to paint so i havent done nethin new really
Wednesday, 30 May 2012
Saturday, 26 May 2012
mortis engine
today i finished the metal parts and started the washing of the white to create the green colours for the spirit hoarde
i will be mostly using thraka green to build up most of the base this will be highlighted with snot green and white
for the metal i normally use chain mail as its easy to darken it with badab black which i did below i will also be washing it green as well to give it the rusted kinda feel im also following the pic on the back of the box lol
at this point id like to note iv bin painting this same mini for 10 hours which is around the same time i would spend on a character !!! eastimated time till completion 6 hours lol
i will be mostly using thraka green to build up most of the base this will be highlighted with snot green and white
for the metal i normally use chain mail as its easy to darken it with badab black which i did below i will also be washing it green as well to give it the rusted kinda feel im also following the pic on the back of the box lol
at this point id like to note iv bin painting this same mini for 10 hours which is around the same time i would spend on a character !!! eastimated time till completion 6 hours lol
Friday, 25 May 2012
back to the mortis engine
so for those who went ahead and painted their spirit hoarde you can have a break while i catch up so it took roughly 2 hours all in all to build up the white now if im honest i could spend another half hour maybe even an hour building the white up even more but since its going to get a few heavy green washes so it doesnt need 2 be perfect total time painting now is 8 hours
next ill finish off the metal parts before washing then iv got it allto do on the other side one thing ill say from doing this kit is its very fragile and the lance has snapped and a head came off
next ill finish off the metal parts before washing then iv got it allto do on the other side one thing ill say from doing this kit is its very fragile and the lance has snapped and a head came off
Thursday, 24 May 2012
more comp shenanigans PT2
carrying on from my last blog heres the next installment starting with ...
necrons
reanimation protocols its a quite a complex rule so ill break it down
firstly reanimation protocal is done at the end of the phase on the roll of a 5 or 6 for each wound taken
this doesnot happen if any of these have a happend
the unit has fallen back
the unit has been destroyed
also if the unit is in CC the pile straight in
ever living is the same as reanimation protocals for independant characters
the most important rule entropic strike
models with wounds lose their armour save if they take awound from a model with this rule
vehicles for each hit roll a 4+ the vehicle then loses 1 point of armour from all facing THIS IS DONE BEFORE WORKING OUT what you need to pen or glance
example 40 hits hitting on a 4+ gives you 20 hits then 4+ for entropic strike means the armour is reduced by 10 if this reduces the armour to 0 it immediatly becomes wrecked
living metal
ignores crew shaken on a 2+
ignores crew stunned on a 4+
quantum sheilding adds 2 to the armour value of vehicles untill the first glance or pen result
scarabs have 3 wounds each so they can surive takig double wounds from the swarms special rule
imotek night fighting rule can be carried on each turn by rolling above the turn and it will also do damage 2 each un engage enemy unit on the roll of a d6 vehicles hit on side armour
spyders have the only pyschic defence in the army
orks
they have FC
mob rule units above 11 are fearless after this the LD is the number of orks in the unit untill they reach their base LD
waaaaaaaaaaaaaaagh!!!!!! called after turn 2 gives ork infantry units fleet for that turn
if thraka is in the army the waaagh move is allways 6 inch rather than rolling for it (a rol off a 1 means the unit takes a casualty)
kustom force shield is a 5+ cover save
flash gitz can pre measure before they fire
koptas can out flank
SM
ATSKNF
combat squads
combat tactics - any none fearless unit can choose to fail any moral check
independant characters replace combat tactics with their own special rules if u have2 characters you can only choose 1
necrons
reanimation protocols its a quite a complex rule so ill break it down
firstly reanimation protocal is done at the end of the phase on the roll of a 5 or 6 for each wound taken
this doesnot happen if any of these have a happend
the unit has fallen back
the unit has been destroyed
also if the unit is in CC the pile straight in
ever living is the same as reanimation protocals for independant characters
the most important rule entropic strike
models with wounds lose their armour save if they take awound from a model with this rule
vehicles for each hit roll a 4+ the vehicle then loses 1 point of armour from all facing THIS IS DONE BEFORE WORKING OUT what you need to pen or glance
example 40 hits hitting on a 4+ gives you 20 hits then 4+ for entropic strike means the armour is reduced by 10 if this reduces the armour to 0 it immediatly becomes wrecked
living metal
ignores crew shaken on a 2+
ignores crew stunned on a 4+
quantum sheilding adds 2 to the armour value of vehicles untill the first glance or pen result
scarabs have 3 wounds each so they can surive takig double wounds from the swarms special rule
imotek night fighting rule can be carried on each turn by rolling above the turn and it will also do damage 2 each un engage enemy unit on the roll of a d6 vehicles hit on side armour
spyders have the only pyschic defence in the army
orks
they have FC
mob rule units above 11 are fearless after this the LD is the number of orks in the unit untill they reach their base LD
waaaaaaaaaaaaaaagh!!!!!! called after turn 2 gives ork infantry units fleet for that turn
if thraka is in the army the waaagh move is allways 6 inch rather than rolling for it (a rol off a 1 means the unit takes a casualty)
kustom force shield is a 5+ cover save
flash gitz can pre measure before they fire
koptas can out flank
SM
ATSKNF
combat squads
combat tactics - any none fearless unit can choose to fail any moral check
independant characters replace combat tactics with their own special rules if u have2 characters you can only choose 1
Tuesday, 22 May 2012
more comp shenanigans PT1
half the battle for comp play is understanding ur opponents army now you dont need to know everything about the codex but i do think having some cliff notes that will tell you the basics about each army the specific rules for that codex and list ull end up seeing or could see will help you decide on a battle plan im going to do this as a 2 part series as other wise ill be here all day lol
dark eldar
power from pain after a unit kills a unit they get a token that gives the unit extra abilities
1 FNP
2 FC
3 fearless
they also have night vision
fleet
combat drugs roll a d6 and consult the chart
1 roll ona extra d6 when fleeting/running
2 +1ws
3 +1s
4 re-roll wounds incombat
5+1a
6 1 pain token for all units
de have mostly poison shooting weapons
arial assualt means ravagers and both fighter bombers can move 12" and fire all weapons
spacewolves
ATSKNF
acute senses
counter attack
sagas
wolfkin - wolves are i5 ld7
bear - eternal warrior
majesty - re-roll failed morale within 6" inlcuding his unit
hunter - outflank and stealth
warrior born - bonus attacks equal to models killed from previous assualt phase
beastslayer - reroll hits against walkers and T5
iron wolf - vehicles with this character in can move d3 extra inches as well as add 1 to the repair rolls
long fangs can split fire
terminators cant deep strike in this army
grey knights
ATSKNF
combat squads
aegis -1 penalty to psychic test
re inforced aegis -4 to test (only happens if you are within 12")
pyschic pilot vehices count as ld10
preffered eney deamons
grenades
pyschotroke has 6 effects
1nothing
2 enemy unit has 1 attak this round and hit automatically
3 re-roll to hit
4 ld2
5 I1
6 enemy unit takes an Itest those that fail
these only last 1 round
psyk-out grenades - deamons and pskyers in the assualted unit are reduced 2 I1
rad grenades - is -1T for the duration of the turn doesnt effect instant death
assassins are unique characters and u can only take 1 of each
psybolt adds +1str
next blog will be3 more codex's
dark eldar
power from pain after a unit kills a unit they get a token that gives the unit extra abilities
1 FNP
2 FC
3 fearless
they also have night vision
fleet
combat drugs roll a d6 and consult the chart
1 roll ona extra d6 when fleeting/running
2 +1ws
3 +1s
4 re-roll wounds incombat
5+1a
6 1 pain token for all units
de have mostly poison shooting weapons
arial assualt means ravagers and both fighter bombers can move 12" and fire all weapons
spacewolves
ATSKNF
acute senses
counter attack
sagas
wolfkin - wolves are i5 ld7
bear - eternal warrior
majesty - re-roll failed morale within 6" inlcuding his unit
hunter - outflank and stealth
warrior born - bonus attacks equal to models killed from previous assualt phase
beastslayer - reroll hits against walkers and T5
iron wolf - vehicles with this character in can move d3 extra inches as well as add 1 to the repair rolls
long fangs can split fire
terminators cant deep strike in this army
grey knights
ATSKNF
combat squads
aegis -1 penalty to psychic test
re inforced aegis -4 to test (only happens if you are within 12")
pyschic pilot vehices count as ld10
preffered eney deamons
grenades
pyschotroke has 6 effects
1nothing
2 enemy unit has 1 attak this round and hit automatically
3 re-roll to hit
4 ld2
5 I1
6 enemy unit takes an Itest those that fail
these only last 1 round
psyk-out grenades - deamons and pskyers in the assualted unit are reduced 2 I1
rad grenades - is -1T for the duration of the turn doesnt effect instant death
assassins are unique characters and u can only take 1 of each
psybolt adds +1str
next blog will be3 more codex's
Sunday, 20 May 2012
dark eldar tactics
since quite a few readers are from the USA and i kno from reading bell of lost souls theirs a big tournament scene out there!!! and my fave tournament army is dark eldar this year im hoping for a 60% win ratio at each event or 50% at worse.
firstly why do i like dark eldar ? well the models are awesome but more importantly the encapsulate the holy trinity of list building speed plenty of anti tank speed bump unit
how do you make dark eldar win? well it all depends on the opponents army which sounds pretty obvious and the layout of the table may also be pretty obvious to some people but knowing the opponents army you can 2nd guess where he will put his units for example tall buildings will be an ideal home for devastators and long fang or any other unit with long range fire power
hydras and manticores will allways be in the corner of the board so if ur not playing spear head deploy the blasters and beasts on that side
firstly the beasts can give cover saves to the blasters 2nd beasts are fast theyll be in combat turn 2 taking out the hydras also dark eldar have an amazing amount of synergy each unit has a job and they all work together to bring victory
allways where possible refuse flank this means go second assess the opponents army how hes deployed then deploy your entire force on that flank and annilate it he will have to pull his units from the other flank to help support and as he moves across counter with long range ravager fire to slow them down then move the beasts infront to speed bump the enemy so that you can keep firing
another important part of playing dark eldar is using the sceneray 2 minimise what the opponent can fire at or improve the save from 5+ to 4+
future tactics now i do use 1 beastmaster unit with the baron as a huge speed bump stik them in cover go 2 ground and 50 wounds with a 2+ cover save is hard to shift this gives my other units time 2 fire and thin down the army the problemishte baron makes the unit quite slow
so ill add 1 more beastmaster unit thats another unit with 50 wounds but unlike the barons unit this 1 will be alot quicker as it wont be slowed down move through cover fleet 12"charge they can go round the barons unit get a cover save then charge in
ill be testing dual beasts on thursday
firstly why do i like dark eldar ? well the models are awesome but more importantly the encapsulate the holy trinity of list building speed plenty of anti tank speed bump unit
how do you make dark eldar win? well it all depends on the opponents army which sounds pretty obvious and the layout of the table may also be pretty obvious to some people but knowing the opponents army you can 2nd guess where he will put his units for example tall buildings will be an ideal home for devastators and long fang or any other unit with long range fire power
hydras and manticores will allways be in the corner of the board so if ur not playing spear head deploy the blasters and beasts on that side
firstly the beasts can give cover saves to the blasters 2nd beasts are fast theyll be in combat turn 2 taking out the hydras also dark eldar have an amazing amount of synergy each unit has a job and they all work together to bring victory
allways where possible refuse flank this means go second assess the opponents army how hes deployed then deploy your entire force on that flank and annilate it he will have to pull his units from the other flank to help support and as he moves across counter with long range ravager fire to slow them down then move the beasts infront to speed bump the enemy so that you can keep firing
another important part of playing dark eldar is using the sceneray 2 minimise what the opponent can fire at or improve the save from 5+ to 4+
future tactics now i do use 1 beastmaster unit with the baron as a huge speed bump stik them in cover go 2 ground and 50 wounds with a 2+ cover save is hard to shift this gives my other units time 2 fire and thin down the army the problemishte baron makes the unit quite slow
so ill add 1 more beastmaster unit thats another unit with 50 wounds but unlike the barons unit this 1 will be alot quicker as it wont be slowed down move through cover fleet 12"charge they can go round the barons unit get a cover save then charge in
ill be testing dual beasts on thursday
Saturday, 19 May 2012
mortis engine
after more painting its comming along great but iv buggered up the cagesection by sticking on teh back peice i cant paint the main section of the stone at the back so ill have 2 leave it black. although i will be painting the front section silver along with the padlocks and the cage sections
after this has been done im officially half way done
colours used ushabti bone + a wash of sepia for the book andscroll on the tablet adeptus battle grey to highlight the the cage and chain mail and badabblack for the silver areas 8 hours total time and the lecturn is done
next break + food break then ill start the first layer on the spirit horde for those following this which is 0 bcoz no1 likes fantasy lol water down some skullwhite and pain the horde white untill you get a nice even colour then wash with thraka green highlight raised areas with white done
after this has been done im officially half way done
colours used ushabti bone + a wash of sepia for the book andscroll on the tablet adeptus battle grey to highlight the the cage and chain mail and badabblack for the silver areas 8 hours total time and the lecturn is done
next break + food break then ill start the first layer on the spirit horde for those following this which is 0 bcoz no1 likes fantasy lol water down some skullwhite and pain the horde white untill you get a nice even colour then wash with thraka green highlight raised areas with white done
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