Wayland

Showing posts with label 6th Edition. Show all posts
Showing posts with label 6th Edition. Show all posts

Monday, June 3, 2013

Forge World's Eldar Lynx Build Guide

One of my local gaming clubs has a bunch of Apocalypse games planned for the summer so I picked up this Eldar Super-heavy at Salute.

It is not the heaviest of heavies. Its slightly smaller and less expensive, both in points and currency, than a Cobra. But it still packs a mean punch, with a choice of either a two-shot Destroyer cannon or an apocalyptic template D-weapon. It only has two structure points, but its Titan holo-fields give it a decent Invulnerable or Cover Save each time it moves. But what's it like tto build?

Turns out, pretty easy. Its a nice straightforward kit with a minimum of parts, most of which are easily removed from their sprues. There's lots of big flat surfaces to glue together as well, so you end up with a fairly solid little tank. Apart from the antennae, but we'll get to them later. Also note this is the Pulsar version of the Lynx. Construction for the Sonic Lance version might vary, but likely only in the shape of a couple of the components.


So it looks like there's a lot of stuff in the bag the Lynx comes in. And clearly some of the parts are likely to be warped. Boiled water does the job of straightening out things like the cannon barrel and wing tips, so no big deal.


 You're probably going to start with the main fuselage. Its three large chunks of resin and they all slot together nicely.


 I recommend adding the weapon power plant and the engines next, before the control flaps/jets on either side. This is because when you are applying pressure to the engine parts, waiting for the glue to dry, you will likely be tempted to brace your fingers against the side of the tank, making pulling those flaps off again if the glue there isn't perfectly dry.


When you glue the engines on though, the two long ones go in the inside positions on each side, the shorter ones on the outside. There are tabs at the base of the engine components to guide their alignment, though you may need to trim them a little for a smooth fit. And yes, I did cut my thumb open while making this kit ><


 Here's the control surfaces at the left side of the tank. You can see the shorter piece goes to the front, the longer at the rear. Mine were a little warped, something I didn't notice until I had glued them on, so check yours and heat-treat if needed.





 The main weapon comes in two parts. A power plant type thingy for the back end. Again, there is a tab that may need trimming.


And the main pulsar barrel at the front. Another tab to make sure it is aligned properly.

 The kit also comes with four warp vanes/antennae. There are two long and two short. I suppose you could put them pretty much wherever you want and there's probably some scope for artistic interpretation there. I prefer to just stick mine on like the ones on the Forge World site though, so its the long ones in the middle and the short ones on the outside surfaces.

Make no mistake though; these vanes are tied for worst part of this whole kit. As they are resin, they are almost guaranteed to be warped when you get them and furthermore brittle and incredibly prone to snapping. I mean really prone to snap. I've definitely snapped three of them with only light pressure. Its going to make transporting this thing a pain in the bum, :( So be very very careful with them, or use spare plastic ones if you have them.

The only part of the kit that rivals the vanes in the Bad Design awards has to be the stand. For this large chunk of expensive resin you get: a standard 40mm flying base. There is a hole drilled in the base of the tank, but if you insert the stand into it the tank does not balance and just lists to one side. Maybe I got unlucky and got a Lynx with an over-drilled hole, but I doubt it. I have instead magnetised the base and the stand so its now nice and solidly attached.

Thats it for the construction. I forgot to take a picture of the secondary weapon mount, but its fairly obvious where it attaches below the cockpit. You only get the shuriken cannon option in the kit though, so, if you're playing a really strict game of Apocalypse, where WYSIWYG is observed, you might want to mod this bit before deploying.

Next: the painted model and battle report.

Sunday, November 4, 2012

Tabletop Nation 'Eastern Edge II' Tournament

Thanks to deciding to skip Black Library's Weekender (more on how money-grabbing and unfriendly BL have been in a later post) I was able to instead go to the Eastern Edge II tournament at Tabletop Nation today.

This was a one day, 1200 points, 40k tourney. The aim was for four games to be played, hence the low points limit. It turns out however that there is some kind of hard limit of points in 40k, whereby any points cost over said limit does not really reduce playing time. Thus, even with small armies, we still only managed three games each in the time allotted.

Lets get the good news out of the way first - I came second :) I got a nice little voucher to spend in the store and a certificate to add to the trophy shelf (there isn't really a trophy shelf, I just put it on a bookshelf for now). I was actually genuinely surprised to do so well. I had thought I was in with a good chance at best painted army, to be honest. But still, a prize is a prize :)

There was a fairly good selection of armies at play. Alongside three Blood Angels armies were Orks, Daemons, Space Wolves, and Necrons. Daemons placed first with three wins out of three while the Orks came in just behind me.

A brief summary of my list and three games then.

I took a Librarian with psychic powers from the BRB, going with Prescience every time and a random TK power too that never got used. I had a Furioso with Frag Cannon and two Sanguinary Priests as Elites. Two tactical squads for troops, one with a las-cannon, one with a plasma cannon, and, finally, two Stormravens, each with plasma cannons and Typhoons, one with sponsons.

Top: difficult to budge Tactical Squad and Bottom: fleeing Grey Hunters!

First game was against Space Wolves. It was Kill Points. My opponent had Grey Hunters in Rhinos and Long Fangs with rockets and Long Fangs with plasma, which might have been problematic had we not got a) deployment at the short edges, and b) night-fighting on the first turn. So his Long Fangs were neutered on turn one, and unable to hit my flyers on turn two ( a combo of templates-can't-hit-flyers and poor dice rolling there ). My flyers and long range shooters, by contrast, were able to take out two Rhinos and suppress the third. We did end up with a couple of combats but, surprisingly, his GH packs, even when, on one occasion, being backed up by charging Thunderwolf cavalry, could not shift my tactical squads. I even got one squad to run away! Cut to Turn 5 then, and my Furioso dismounts and frags a Long Fang squad to death. The two Stormravens nuke another couple of Rhinos for more easy kill points and its a win for the boys in red.

Second game was the saddest of all things - red on red violence. My opponent this time also had Blood Angels but in a list I wish I had had. For one thing he took and Aegis. At 1200 points I didn't think anyone would want to fit that into a list, but then he also had five man assault squads taking las-preds with 35-point discounts so it all fit. Two Librarians too, one on a bike, also spelled doom for my boys, with both of them taking Divination powers to make their shooting infallible. We were playing the Relic and I combat-squadded my troops to have a better chance of grabbing the relic. But it was not to be - giving his quad-gun Ignores Cover and his assault bikes rerolls to hit made short work of my army. A Stormraven was predicatably cut to pieces by the quad on arrival and it all went downhill from there really.

Third game was a bit more fun. Fun for me, that is, because it generally went all my way. I had chosen to take BA's over my usual favourite for competitive play, Space Wolves, because the last tournament winner at TTN had taken 'Cron Air. Five flyers had apparently made easy work out all comers so I wanted some built-in Skyfire. Today's 'cron player only had one flyer though, and no other competent anti-air. Playing Big Guns Never Tire, with five objectives on the table, I started claiming two, one of which, in ruins already, improved my cover save by one. One of his was sabotaged so he had to shift off it pretty sharpish. My Stormravens were able to polish off one of his Heavy Support tank-things (sorry, I really can't remember all the silly names GW gives their toys) for First Blood and a bonus victory point. And, for me at least, it was all uphill from there. The 'crons just couldn't stand up to marine shooting or the Stormravens - Power of the Machine Spirit is the only thing GW failed to nerf on these machines. I even hit the 'cron flyer with my las-cannon in the last turn causing it to fly off the board and onto the post-game kill points column. A good win.

Salamanders vs. Space Wolves. Not everyone brought Space Marines though, honest.

Just time for a couple of quick observations and thoughts on the armies I saw and played today then.

As I suspected, the Stormraven does now largely suck as a transport for anything without jump packs. In 5th you could roll halfway across the table and then charge out of its belly to assault your enemy. In 6th you can only do this if it moves 6" or less. It excels as a gunship though. The rules for flyers work really well for the Stormraven - it has so many guns, plus PotMS, and can put out massive amounts of firepower, lots of which can be twin-linked. Lots of talk has been made of melta being redundant as noone takes Armour 14 any more. the necrons have great access to Arm 13 though and, sometimes, I wish I had had las-cannons on the flyers. But even without them, the SR has loads of rockets built in, the option for more, is hard to hit when flying and can Evade, is easier to hit when hovering but can Jink. Its got everything you want from something with 'Gunship' in its name.

The Aegis line with quad-gun is just great. I highly expect to be buying one soon for use at 1750 and above. There is no reason not to take one and, particularly if you twin-link it with a psyker, has the power to ruin an enemy's day and list.

Assault marines and more Predators are pretty nifty too. They make a staple of 5th, one which is still very valid in 6th, very cost-effective. Thinking about the great value they are and how deadly my las-Pred Space Wolves are makes me drool a little.

Finally 'crons. I was not super-impressed by these guys. The units that came into range of my tactical marines were really easy to kill. Even the big hard ones with shields went down to plasma bursts and a Frag Cannon  quite quickly. The Deathmarks were probably the scariest, hitting marines very reliably and with some silly rule that allowed them to wound me on twos. But ten marines in cover, with a Priest, turn out to be very hard to shoot to death. In return they obliterated the 'marks in two turns of shooting. The flyer was a bit more worrying, largely because it is very manouverable. It also has that silly beam-down ability which could be a problem if it is filled with the right unit. I think it managed, over three turns, to take out a Stormraven, and nearly did some major damage to a tactical squad before being las-cannoned off the board. Again, Aegis line....

Overall then, a good day out. For what was billed as a 'casual' tourney, some players played remarkably aggressively and not everyone took losing in, shall we say, and 'admirable' fashion. Some were out the door as soon as the last dice settled when they had lost a game, i.e. they didn't think they could 'win' the tournament so there was no point in sticking around. But most people had a fun few games, drank a lot of coffee and rolled a lot of dice. Many many plastic men gave up their lives, often repeatedly, for our pleasure and enjoyment, and that, after all, is what its all about.

Thursday, August 30, 2012

Thoughts on vehicles in 6th Edition 40k

The latest edition has been out a few weeks now and I've had a chance to play a half dozen games and wanted to share a few observations on one aspect of the new meta in particular - vehicles.

In 6th Ed, vehicles were pretty much king. Marine armies were often built around Land Raiders and Rhinos, Orks raced across the field in Truks and Wagons, Tau were nothing without a few Hammerheads, and so on and so on. Lets not even get started on Imperial Guard lists....

The conventional wisdom is that all this was likely to change in 6th though. The fact that glancing hits can now remove a tank in as few as three shots should make your Razorbacks and Falcons much more vulnerable, greatly reducing their lifespan. Not being able to camp in a vehicle on top of objectives also reduces the utility of these mobile boxes. But is that how the new game is playing out?



In my last six games I have played with Eldar, Space Wolves, and a mix of Space Wolves and Blood Angels. I have beaten Grey Knights (tabled them twice), a mix of Marines and Dark Eldar, Blood Angels (tabled again) and pure Eldar. Yeah, so far, I'm unbeaten in 6th Ed :) But the point I actually want to make is I've seen a fair variety of vehicles and infantry at play.

My initial verdict: vehicles are by no means done with and are still extremely valuable additions to most armies.

Take my Space Wolves list. I have a fairly aggressive and competitive list. It involves a couple of units of Long Fangs, three Lazerbacks, a las-Pred, and usually a las/missile launcher Dread'. In the three or four games I have fielded them, I have not lost more than two vehicles in the entire game. In fact, I have only ever lost two on one occasion.

Even in last night's semi-Apocalypse game of 4000 points a side, I only lost one Razorback. The other two were on one Hull Point each, true. But my side still also had two las-Preds and a Vindicator untouched by enemy fire.

My Space Wolf tanks aren't even in cover!

So far, it seems, the same principles of the 5th meta hold true for 6th. That is to say, multiple redundancies and correct threat projection will mean your enemy won't be able to target and destroy enough of your vehicles fast enough to stop you doing what you want to with them. How does this work?

1. Multiple Targets.

First, if my army has 11 missile launchers and 7 las-cannons, several being twin-linked, many of which are in cover or obscured, but all of which are pointed at you, as well as tactical marines with meltas and plasma guns running towards you, how do you choose which to shoot first? Unless you also have lots of high powered weapons, or at least weapons powerful enough to Glance from range, its  a difficult process.

2. Cover Saves

Eventually you will prioritise a target though. First you have to roll to hit. you might miss or scatter. Then you have to roll to wound or penetrate. Then I get to make cover saves/invulnerables etc. I'm not saying you can't or I won't make any of these rolls. The point is there are lots of rolls to make to do some damage. And I'm not even using a Aegis or Skyshield yet...

3. Hull Points Aren't As Easy To Take As It Seems, Or Multiple Targets Part 2

So all hits now take hull points from vehicles. But the most common ones come with three. So my semi-mech Space Wolves have a total twelve hull points between them. Even for Necrons, who I hear can take out a tank a turn, will need a few turns of good shooting to eliminate all of them. By which time I will probably have done what I needed to do with them.

That last sentence is key to understanding vehicles, and infantry for that matter, in 6th. As much as your opponent needs to be clear on which targets they can and should attempt to take out first, you need to know what you are going to do with yours because you must assume they will get destroyed eventually.

But what about fliers?

The Eldar list I have been playing in 6th only includes three vehicles. Thats a single Wave Serpent and two fliers. In the hardest game I have played in 6th to date, I lost both the fliers and the Serpent to Orks. That said, I did misuse my Phoenix Bomber horribly, wasting its shots on an Ork Battlewagon, instead of taking out the 15 Looters that then proceeded to shoot it out of the sky. But hey ho, it was the first time I used it and I was a little panicked by the fact my opponent had two Baneblades-as-Wagons racing across a 4x4 table at my squishy Troops. A bit of an aberration then.

Against Grey Knights, the same Eldar obliterated 1750 points in four turns for the loss of two, yes two, Wraithguard...

But, for all that, flyers haven't really percolated down into the meta around here that deeply.

I shot down my Grey Knight opponent's solitary Stormraven with a lucky snapshot from a missile launcher before my Nightwing even got on the board. Last night my Dark Eldar opponent's Voidraven bomber scattered a Mine almost entirely off the board, then took a penetrating hit that removed a lance, and then failed to hit with its remaining gun in the last turn. Still, the strategy of shooting jets like that with las-cannons still seems, to me, the best alternative to a Skyfire weapon.

Until quad-cannons and Icarus lasers and flakk missiles become commonplace its probably too early to tell how deadly flyers will be in the long run. I suspect they will become fairly key in armies designed around them and taking out the aforementioned AA guns will be a high priority for controlling players though.




Saturday, August 25, 2012

Super-quick Thoughts on Aeronautica by Forge World

While at the GW Open Day a few weeks back I got a chance to flick through a copy of Forge World's new Imperial Armour book, Aeronautica. I decided not to buy it, as all the models is covered where already present in other books I already own. The Eldar flyers for examples, are both in Imperial Armour 11. I missed a couple of things though.

This week I got a better look at a copy of the book in my local GW store. First off I noticed that the Nightwing and Phoenix Bomber are both now legit Codex Eldar choices. As far as I could remember the statlines and points costs were the same as in IA11, but this now means you can field them in your Craftworld army and are easier (read:cheaper) to add as allies to a Dark Eldar force.

This also means, of course, that I just wasted a few quid and more hours painting those Corsairs. Grrrr. I may well be ebaying them soon. Or send me an offer.

The second thing I saw was that the Fire Storm has a transport capacity of six. This is not a change to previous rules editions, its just the first time I noticed it.

In 5th Ed. 40k the Fire Storm was the red headed step-child of the game. Not really much use in a standard game - the slot it takes up can be much better filled with more powerful tanks. In Apocalypse it could be useful - if your opponent took flyers. Other than that it was a high-cost low AP gun. But now we're playing 6th and there are flyers everywhere. Add in the fact Tankhunters USR got much more deadly in 6th and the Fire Storm (which did get upgraded to 'Skyfire' in Aeronautica) becomes a fairly viable transport choice for that unit of Fire Dragons you've got. Its not cheap. But twin-linked skyfire shots in a fast skimmer that can carry dudes around? Maybe worth it...


Friday, August 17, 2012

Back from Holiday - Here's Something I Made Earlier

Ok then, I'm back from a week overseas in the sun. I got to read the entire Sigmar Omnibus (Graham McNeil is the God-King of fantasy) as well as the Dragonlance Legends Trilogy. Dragonlance is an under-rated, perhaps even unheard of franchise these days, but the story of Raistlin's quest for Godhood and Caramon's quest for, well, his self, is a great one.

Anyway - I've managed to get in my second game of 40k since I got back, but no painting, so here's some stuff I painted a while back.

 This fella started life as a Black Reach dreadnought. He's had a few paint jobs, all poor, before I decided what I really needed for my Blood Angels was another, fourth, dread. He's painted with my usual BA recipe of Blood Red over Mechrite Red, with Blazing Orange line and Vomit Brown edge highlights, and a shade of Graveyard Earth in the recesses.

 In case you're not familiar with it, the Frag Cannon is awesomeness incarnate (at least, it was in 5th). You get two rending template hits worth of bang for your buck and this guy  has been something of a unit-assassin for me in the past. Flying around on a Stormraven, he likes to jump off, blast a 'safe' unit in a building, maybe assault them if they haven't all been minced by the cannon, then jump back on the 'raven and do it all over again.

 As I said, the body is the Black Reach dread. But I had enough spares in my bitz box to give him a BA fist.
 At this point, with a few thousand points of BA's in the box, I'm running out of synonyms for rage. This dread got good old 'Anger' on his scrolling. And, to be honest, I couldn't be bothered to think of something clever/paint that small for his glacis nameplate so he's just got some random squiggles there. Dont' tell anyone.
 Another nice view of the Frag Cannon. I'm also quite pleased with how the decals came out on this model too. The yellow is perhaps a tad overbright for the dark red plates, but this emblem, the skull on the shin guard, and the numeral on the other shoulder all look natural and painted.

 One of the things I love about the latest BA codex is the versatility of the army list. You can have a jump pack army, a flyer army, a dreadnought army, and a fast tank army. This one is unique to BA's too - the Baal Predator. Once again though, you can see my slight shortage of enthusiasm for names in the lack of a title for the nameplate. I've only used it once in a fight though, so I guess eventually I'll be inspired to name it.

 As well as being fast and having Scout, the Baal can be equipped with lost of flamers. A Flamestorm on the turret and heavy flamers in the sponsons. Great for clearing buildings - a possibly increasingly likely target in the new edition of 40k.

 I used Forge World's Black Soot weathering powder around the vents and exhausts for a nice little effect. The barrels were washed with increasingly dark washes of browns.

 The yellow decal on the turret didn't bed down quite as well as I would have liked - you can still see the edging on the drops in the right light. Unusually, repeated treatments with Micro-sol didn't help any either :(

 The decals on the front came out a little better though. The extra weathering the received might have helped, being a mix of weathering powder and sponged on Mechrite Red.

So thats a couple of my BA vehicles. Tomorrow (probably) - Terminators!

Sunday, July 15, 2012

Games Workshop Studio Open Day

It was a bit of an odyssey getting there, but yesterday was the GW Studio Open Day. Well, it was initally advertised as such, but at some point that got changed to Warhammer 40,000 Open Day. Still, a good time was had by most.

Having arrived ridiculously early, I found this in the car park:

Naff colour scheme
Apparently the thing is street legal but is immobilized while on display. Yeah, I tweeted a bad joke about rolling a one. Anyway, if you plan on stealing it, bring your own battery.

The doors rolled open on time, at 10am, and in we all trooped.

The whole gaming hall of Warhammer World (or are we supposed to call it GW:HQ now?) had been put to use, with a fenced enclosure full of display cabinets, demo game tables, and, most importantly, Design Studio staff waiting to answer questions and tell us how they make the magic happen. Wait, wrong company? Well, tell us how they do that voodoo dey do do. Or something.

This was a great opportunity to learn from the masters, as it were, and I got a great little tutorial from Edgar Ramos on sculpting cloaks. There was a genuine 'Eureka!' moment, where I realised the trick, that little simple piece of magic that makes these things work, as well as a great look at how a master works, tips on tools to buy, and he even wrote down the name of a good book for further reading. Thanks, Edgar!

Nerds ahoy!
As well as hands on demos, there were also a lot scheduled demos and seminars. These were ticket only events - one had to choose which ones to attend before entering the hall - but, really, once you were in a seminar room the policy is pretty easy going. Its quite possible to stay in the same seat all day and just enjoy talk after talk.

So, what did I see and what did I learn?

First up was a talk on the latest edition of 40k, with Jervis Johnson, Matt Ward, and Jeremy Vettock. Matt was there to talk rules, Jeremy because he was in charge of background, and Jervis because, well, he's Jervis Johnson, man!

We started with some pre-written questions, supposedly based on FAQ's from the community. To be fair, some of these were fairly pointed - why have you added Allies and Fortifications to the rules, for example. The real answer is, of course, because we are a miniatures company that wants to sell more miniatures so we have broadened the amount of stuff you can play in your armies hoping you will therefore buy more of it. Questions such as this were met with fairly professional PR-style answers though - '40k fiction has often featured great alliances but the game has not. We wanted to bring that back to the game and also we want you to be able to play with a cool model if you see it and like it'. Both answers are true of course.

A couple of other titbits - Jervis said 'fantastic new buildings models coming into the range', in reference to the fortifications question. So yes, new buildings are on the way.


Matt Ward said random charge were in the game now as a response to the new wound allocation system. As you lose the closest models during shooting/overwatch, the designers wanted you to still have the chance of pulling off a charge afterwards.

He also said challenges in combat were designed to redress issues typified by the marine sergeant. If he has a power fist, he is essentially a 10-wound model who tends to hide at the back of the combat until the last second when he steps forward and wipes out the enemy squad. Alternately, if he is a Devastator sergeant, he dies first. With challenges, the idea is  you might have one model holding off a particularly powerful enemy, such as a daemon prince, until his squad could finish off the rest and come to his aid. 


The issue of not being able to charge after arriving from reserves was also tackled. The guys said they wanted to remove 'mugging' from the game. The idea of players being able to pull off some hammer-smash, wipeout manouevre, without their opponent being able to react or resist in any way, was unpopular with the designers. Genestealers outflanking and then assaulting you to death was mentioned (although Jervis pointed out to Matt Ward that could still happen) but, more specifically, Vanguard Veterans and Heroic Intervention was singled out as a tactic that will be removed from the game in future.


Jervis also said future codexes will rely less on codex-specific special rules and abilities and more on the core rulebook's USRs. The idea is that by making the core rules more robust, there will be less possibilities of imbalance in future releases. I'm not sure how well this sits with Matt Ward, being infamous as he is for writing codexes with game-shattering rules within. But apparently thats the way we're going.


After that talk I got to go to a sculpting demo with Martin Footit (very good), one on painting Space Marine chapter markings on shoulder pads with Simon Adams (not so good), and a further demo of painting and weathering an Ork Bomma with Stuart Williamson of Forge World (very very good). 


After that it was pretty much time to go. Despite taking place in a fairly small venue, its still a lot to take in and can be quite tiring. 

Its a bomma! Its a bomma, yeah, yeah, yeah!

It is still very inspiring though. Seeing dozens of fellow hobbyists, meeting and watching some of the best painters and modelers in the world and hearing from some of the creators who made all this stuff happened in the first place is very inspiring. These events make me believe in 40k and want to build my own little part of its universe. 


GW does well to put these kind of events together. Frankly, it makes you forget all the awful marketing decisions, all the price rises, and the insulting memos from senior staff and just love the hobby. It could be better though.


Apart from Jervis, none of the GW staff seemed comfortable with or happy to be talking to the public. In the first talk, for example, all three speakers made a big deal out of not wanting to handle the microphone or handle the questions being asked. This is a big deal - why have a public-facing, PR event like this if you are going to put people in front of the public who make it clear they don't want to be there? 

Building this is easy. Talking to people about it, however...


Its a shame in two ways. Firstly, for the guys giving the talks/demonstrations. These guys could be, should be, like rock stars. You're in a room with a hundred or more people who have paid to come and see you because you are bloody good at your job. Should this not be something you enjoy and get a kick out of? Shouldn't it be fun, talking to fans and sharing your knowledge and expertise? Secondly, the fans, the punters, paid to see their idols/role models. Shouldn't we fell welcome and wanted? Shouldn't we feel these guys are approachable, warm, happy to be there? Its not nice to pay for an event and see people who make it obvious they would rather be at home in front of the TV.


Its true that public speaking is a major fear for a lot of people. But it is also true most of these people could be coached and trained to get past that fear and actually enjoy the experience. I know because I married a Vocal Coach. Seb Perbet mentioned he had recently attended a four-day course on anatomy and physiology, paid for by GW, just so he could be a better sculptor. If meeting the public is going to be part of the job, shouldn't GW stump up for some speaking training too?


Still, it was a great day out. You needed to go to the talks to make the day complete - the demo area in the gaming hall is not that big - and it helps that there is a great bar on hand too. But it was still an excellent opportunity to to geek-out, learn from the best, and go home with more toys to play with and more ideas to make them great.


Thanks, GW :)







Sunday, July 8, 2012

Eldar Flyers Appear Unstoppable!

A few days ago, when I mentioned to a friend I was considering adding some Corsair Flyers to my Eldar army, he suggested I wait until Forge World released their FAQ/Errata for 6th Edition to see what they could do. Well, the documents were released on the 6th, July, and a quick read shows Eldar flyers are a must have!

Lets start with the Nightwing fighter. As well as being Supersonic (duh!) and being able to Deep Strike, this thing has the Vector Dance special rule. This means you will never have to finish your movement and not be lined up to shoot at something. This is, I believe, a major drawback to the Marine and other races' flyers, particularly on small boards.

Got my gems done today too :)
 On top of that though, you get the Shrouded special rule. Granted, it does depend on your interpretation of the Jink rule (and that really does need to be FAQ'd) but it appears that if you choose to Evade shots you get a 2+ cover save!

Then we have the Phoenix bomber. This has all the above plus Strafing Run - you hit targets on the ground with an extra +1 to your BS! This thing's bombs are going to obliterate nearly every infantry unit in the game :)

Given the power and potential of these two flyers then, it seems likely they will attract a certain amount of enemy fire early in the game. It is possible, even though most players will need 6's to hit, you will spend a lot of time evading. That said, many players struggle with target prioritisation and I can see a lot of players still choosing to spend their bullets on the infantry targets that are threatening objectives.

The smart move though would seem to be to target enemy fliers early in the shooting phase with some high strength (at least 7) weapons to force the controlling player to Evade. Then forget about them if you really do need to take out ground based targets.

The removal of the 12" penalty to range when shooting at fliers will help with this.

Sun Blitz motif. Yeah, I know it looks like a flower.

Fighters and bombers could be one of the most exciting aspects of New 40k though. Its seat of the pants stuff - flying at high speed, out of the reach of most weapons, hard to hit by all others. You can do a lot of damage - if luck is on your side. Or - stray las-cannon slams into your ship, a plasma blast glances you, and its all over. Dominating your enemy from the air sounds like a gamble, sounds risky. But pull it off and you'll be slapping the X-marks all over your fliers and coming up with Ace pilot names before you know it.

I'm looking forward to seeing which way the dice fall for me :)

Thursday, July 5, 2012

Eldar Nightwing Conversion/Liquid Mask/Sun Blitz Botherhood

Every time I try to get out - they pull me back in...

One of the combinations of armies I want to try in 6th Edition 40k is Codex Eldar and Eldar Corsairs. The Corsairs army list is given in Imperial Armour Volume 11: Doom of Mymeara. It is a fast attack list. Apart from some compulsory cannon-fodder infantry, the list features lots of fast movers, from jetpack walkers and jetbikes, to fighter and bomber aircraft. Since reading the book I've had a yearning to field an army with flyers in it and, as 6th Edition features these vehicles, now's the time.

The downside of this list though is the cash cost. Both the Nightwing fighter and Phoenix bomber are Forgeworld models and quite pricey. When trying to decide if I really wanted to commit more than £100 on two models it suddenly hit me that the Edar Razorwing is very similar to the Nightwing, in shape at least. A minimal amount of kitbashing later, and we have this:


Its not a perfect match, but its good enough. The Nightwing doesn't have the central dorsal fin and does have moving wings. But my model cost half as much as Forge World's, so I'll keep the £30 and use mine, thanks very much.

It is simple enough to switch the Dark Eldar Lance's out for some surplus Eldar ones from the bits box. They require a bit more effort to secure, not having the nice little square peg the supplied parts do. The forward Shuriken Cannons are also quite simple to make from chopped down tank weapons and a couple of other spare parts.

For the paint scheme I have decided to go with the Sun Blitz Brotherhood, also found in the IA11 book.

I based the model with a black primer. On top of this I sprayed a Mechrite Red base coat, then a layer of Blood Red, and then a couple of coats of Vallejo's Game Colour Gold Yellow. I have blended up some of the more raised areas with a mix of Gold Yellow and Iyanden Darksun and edge highlighted the panels with Sunburst Yellow. Sadly, most of these paints are no longer available, but Vallejo probably do passable equivalents of the GW colours or you could just use Air colours.

The next step is to add the red spirals that marks this vehicle out as a Sun Blitz flyer.

When planning this I saw two ways to do it. Either, having sprayed the thing with the reds, mask off the spiral shapes before spraying on the yellows, or spray all the colours, mark out the spirals and then respray the reds. I went with the latter for two reasons: my airbrush is not that great (nor is my technique) and it was late at night when I started painting so there was no way to get hold of some liquid mask.

Here is how the model looks with the Liquid Mask (also by Vallejo) painted on:


I have never used the mask before so here's a couple of things I have learnt:

  • It looks like a fairly watery paint on the palette
  • It can be painted on to a model pretty much like a paint, having a consistency similar to thinned PVA glue.
  • It dries more quickly than a paint. Beware of using your good brushes for application - it will form a gum between the bristles really quickly, so use an older brush you don't mind writing off if you can't get all the mask off.
  • It takes longer to dry on the model than an acrylic paint. I'm not sure how long you're supposed to leave it until painting over, but its been on my model for about twenty minutes now and still feels a little tacky in places. That said, I've seen videos where people sprayed over it almost immediately so I'm going to go ahead and spray it now.

Thats all there is for now. When I have sprayed on the spirals I'll take some more pictures and write about removing the mask.

Tuesday, July 3, 2012

First Thoughts on First Gamer of 6th Edition

After a couple of days of speed-reading, cogitating, and performing mental gymnastics to come up with interesting lists and combinations of lists, tonight I got my first game of 6th Edition 40k.

I figured the best way to learn the ropes of this latest revision of the game was to focus on one or two new aspects, picking a list that would enable me to try a couple of new rules, rather than trying to lane everything all at once.

I decided to focus on psychic powers and vehicles. My list was two squads of missile launcher-Long Fangs, three Las-canon Razorbacks, two five-man Grey Hunter squads, a dreadnought with las-cannon and missile launcher, and a Master of Runes. These were joined by a Blood Angels detachment of ten assault marines in a Land Raider Redeemer, with an Epistolary and a Sanguinary Priest. Four psychic powers then and a whole lot of shooty.

I was up against a foot-dar army. A battery of d-cannons, some Striking Scorpions, lots of guardians, some jet bikes, some Vipers, and a Fire Prism. Oh, and an Avatar.

Long story short - I won, quite comfortably. Eldar on foot are hopeless against marine missiles and even the Avatar dies quickly against massed Las-cannons. Basically it was a story I am used to seeing. My army has a lot of targets for an enemy to choose from and I have not yet faced one who could correctly prioritize targets. My opponent tonight, for example, seemed obsessed with destroying my dreadnought, despite there being two scoring units of marines, sitting on an objective in Razorbacks, closer to the Eldar.

I have to say though, at this early stage, I am not a fan of how vehicles work, specifically how they take damage. In the old system, both glancing and penetrating hits could hurt you. You could take a vehicle out with a glancing hit, but it was difficult. Penetrating hits had a greater chance of removing vehicles from play. As 6th edition stands, glancing hits seem to sort of wear vehicles out. There's no element of chance, no difference between any two glances. They are all equally damaging and as few as two will wreck your toy.  Its a simplification of the vehicle damage system - but only the one half of it.

I think GW has fixed a problem here that didn't really exist. They have exchanged a system that, due to the element of chance, could result in a vehicle heroically struggling through a multitude of hits or perhaps just suffering a catastrophic failure early in it's life, for a sort of 'lives' system wherein vehicles have a fairly predictable lifespan and may not be worth taking at all. Meh, only my first game and all. I just liked that randomness in 5th

Psychic powers are also very different. Would you believe that in six turns, I didn't get off one power? My Rune Priest fell victim to a combination of Eldar stones and the new Perils rule. He failed two psychic tests and, now, gets no saves. Bye bye. My Blood Angels psyker, on the other hand, just never had cause to use one. There were no assaults in the game so his Smite and Haemorrhage powers were never needed. The nerf to Hoods meant he wasn't even of any use to dispel the Eldar witches casts.

One positive discovery from all this was that fast skimmers get the Jink rule. So those Stormravens may be of use as transports after all.

Overall then, my first experience of 6th was positive. I wouldn't say the game as a while felt like a massive improvement over 5th. It's more of an acceptable alternative.

I'm not a fan of how vehicles are now treated but I didn't see any compelling reason to change from a list with several of them included. Small units and Long Fang spam also seen viable, but, if there had been some close combat, I might be saying otherwise.

Psychic powers are harder to judge, given that I got to use none of them. The nerf to Hoods sucks though, as does the new Perils. The fact that anyone can resist them and, more so, that everyone has an equal chance to do so, also kind of sucks. Looking at that list then, it seems I'm going to give psychic powers a thumbs-down.

Again though, it's early days and this was a first game. It was fun enough and if course winning if always good. Hopefully I'll get a few more games in in the next few weeks and find more joy from this latest edition.

Saturday, June 30, 2012

Winning!

Today was the local GW store's painting comp. After two or three weeks of sitting in the cabinet,  my Getty Knights got judged - and won! Yay for me and thanks to all that voted for me. There was actually some pretty good competition this month. I would have found it hard to choose between three or four of three other entries. Apparently I won comfortably though. Very gratifying to have put in all that work and have it recognised by others :)

While standing in the store, waiting for the judging, I had a bit of time to daydream about playing 6th edition 40k, specifically combinations odd armies forallies.

If I played my Eldar, I could use Corsairs as an ally. The funny thing about Corsairs is they can include Dark Eldar, as an elite or troops choice, I think. Might be fun to have three different types of space elves on the table.

Alternatively, Eldar can have Tau as the strongest of allies. This would mean they could be targeted for friendly psychic powers. Broadsides with Guided railguns maybe...

While not such strong allies, the idea of mixing my Wraithseer and Wraithguard with some fast moving Space Wolves or Blood Angels is also intriguing.

Then there's also the obvious conjunction of Wolves and Angels. I already have a pretty strong Space Wolves list, so I'm not sure yet what ace units from the Blood Angels codex I would want to swap in. But the effective nerfing of Stormravens as a fast transport might open up a few hundred points in that list. A las-predator could be a deadly addition. Another Land Raider, some Long Fangs, or cavalry could also be a great mix. But really, I'm most excited about the fact it appears Blood Angels priests could indeed give nearby Space Wolves FNP (albeit a nerfed version).

There's definitely a whole lot to think about in the new edition of 40k. Its a nerds paradise as we go over all the new rules, combos, tactics and strategies the game now presents. Looking forward to figuring it all out :)

Friday, June 29, 2012

First Thoughts on Warhammer 40k, 6th Edition

Lucky me, I ordered the Ultimate Bundle for GW's latest Edition and it was delivered this morning. Once I had the kids squared away and a few bits of business done, I was able to casually swan into my local GW, Signals Satchel over my shoulder, and ask if anyone else would like to have a look at the new rules. Small pleasures, and all that.

I have had a few hours to go over the book since then. Here are some quick first thoughts on what I have read so far:

1. Some of the changes seem to be essentially alternatives to previous systems, rather than improvements. Wound allocation, for example. In 5th, the way it was worked out was open to manipulation - I personally took full advantage with my Wolf Gaurd terminators, making sure everyone carried a distince load out. This new system - eliminating the closest models in both shooting and assaults first - is, at first glance, complicated. I expect it will become easy enough to do with practice but really, its still open to manipulation and is not really any closer to how a 'real' combatant would choose to do things or how 'real' combat works. 

2. Its not all bad though. Some systems are brand new - flyers are a real thing now with real rules. There are also some interesting enhancements - close combat weapons with an AP value for example. This should work great for making CC units even more deadly. I'm not sure how it works when an attacker has two CC weapons, but I'm sure that will be ironed out soon enough.

3. Psychic powers could be awesome or could just really suck. The new powers are generally pretty cool. There's essentially a psychic power for giving/taking away every enhancement you can think of,  (FNP, Counter-attack, and so on), as well as some flat-out destructive monsters and a bunch of gameplay/crowd-control effects too. It might be a tough decision to give up some of the Codex powers for a random one or two replacements, but there's definitely some good reasons to take a chance. BUT - any unit having the ability to resist psychic powers, with an even greater chance if there are friendly psykers nearby could just make the whole thing really frustrating. Yeah, Grey Knights are yet again going to be a real pain in the backside. The awesomeness of Space Wolf psychic poles and even vanilla psychic hoods is also somewhat reduced by this. And it stinks that Eldar, the most psychically advanced and attuned race in existence, can only choose from two disciplines. But Guard or Marines get to choose from any. Because humans are so sensitive to this stuff or something.

4. There's generally going to be lots more shooting in this edition. Overwatch and snap-shots mean that pretty much everything can fire everything all the time. MSU's and assault heavy emphasis of 5th could really be a thing of the past.

5. The Stormraven as a transport is now almost worthless. It used to be a fast skimmer that could move at high speed, shoot a high-powered weapon, and have a cover save. Now, unless it is nominated as a flyer, it moves at the same speed as a Land Raider but without the great armour or a cover save. If it moves fast enough for a cover save - no shooting. Not even with Machine Spirit.If it moves as a flyer it is still a viable gun platform but the benefit of Machine Spirit is pretty much negated. Other parts of the book lead me to believe GW wants more people playing on 6x4 tables, and possibly at 2000 points, so there is still the chance that having the ability to go flat-out most of the way across the table, then wait a turn before disembarking its passengers, then going to full-on flyer mode could still work. But on a 4x4 - might as well pony up the extra points for a Land Raider or save them with a Rhino and Predator.

6. Allies will be fun, buildings not so much. Well, maybe buildings, sorry, fortifications, aren't so stupid. I guess its just like having an extra vehicle or something with a big gun on top. My real objection is its a transparent attempt by GW to get us to hand over more cash for more plastic crap. And I swear, when some kid turns up with a f***ing ice cream tub he's not even bothered to spray black and tells me its a f***ing Fortress of Redemption, I'm going to ruin his life for him. Not his hobby. His life.

The inclusion of Allies, likewise, is a transparent attempt to get we poor fools to throw more money at Nottingham. 'Can't have Stormtalons in your Space Wolves/Blood Angels/Eldar army? No problemo - £27.50, thankyou very much! Codex balancing? F*** no! I work with Matt Ward!' Meh, well I have enough GW product to come up with dozens of interesting permutations before I need to fork out more cash.

So there are some very very early thoughts on the new game. I'm looking forward to limping my way through the first few games as we all get to grips with the new stuff and figure out what's broken from the old stuff.

On a side-note, the freebies that came with the Ultimate Bundle are awesome! The stachel from the Gamer's Edition is suprisiingly good - and it looks even better with my Purity Seal pin attached!  Plus, my coffee tastes great from my Aquila mug! I'm looking forward to framing and mounting the print of the cover art and may even find a way to display the postcard prints of every cover art from every edition of the game! I am really not sure, however, what I am going to do with the certificate, thanking me for buying tons of GW stuff, signed by - a GW Marketing Executive I have never heard of!

I'm also not sure the guys at my GW store really appreciated me bringing all this stuff into the shop to show them, carrying it all in a Mantic satchel...