Showing posts with label Musings. Show all posts
Showing posts with label Musings. Show all posts

Monday, May 24, 2010

Farewell 40k Radio

So today's big news twist. Spencer over at 40k Radio is retiring from the podcasting business due to threats leveled against him and his family from an anonymous source. (Here's a link to the whole affair).

First off, I'd like to give my thanks and condolences to Spencer and his crew. In my long time periods away from the hobby (due to school), I regularly listen to them and amp myself up for the next time I can sit down and paint or play a game. Even though the likelihood of this being read by them is slim, once again, thank you 40k Radio for keeping my passion for this game and hobby alive.

Second, I hate people who hide behind the anonymity of the internet with a passion. It disgusts me to think that we live in a modern age of logic and reasoning and people like this act cowardly and disgracefully. There is no place for behavior like this in our hobby or our lives. These people should be ashamed.

*End of Rant*

Squirrel_Fish

Friday, April 30, 2010

Titan Talk

Image Courtesy of Games-Workshop Forgeworld


The table is yours for Titan Talk. We've all seen them on Forgeworld's website and our jaw drops at both the huge scale of the model and the price tag. We've heard what it does on the tabletop, whether gloriously breaking enemy superheavies or slaying infantry in the droves.

I'm highly considering getting a Titan (Warhound or Revenant) for my next modeling project (since a third army at the time doesn't interest me very much). I'd like to hear what some of you have to say. How satisfying is it to build and paint one of these things? Is it worth it to spend so much money on an item that will probably get used once or twice a year? And on the occasion that you do bust it out onto the tabletop, does it perform? What are your experiences with these things?

Discuss.

Monday, April 19, 2010

Why Your Hormagaunt Won't Get Cheaper

I had a conversation with a friend the other day who claimed that his hormagaunts were overpriced simply because they had a BS of 3, in contrast to the Genestealer who is properly priced (and min-maxed) because it has no ranged weapons to benefit from, thus a BS of 0. Does adding a BS to a model with no ranged weapons make it more costly points wise?

The answer is a resounding no.

Regardless of its actual Ballistic Skill, a model without ranged weapons has an effective Ballistic Skill of 0. A hormagaunt with BS 10 will cost no more or less than a normal hormagaunt. Add any ranged weapon to its outfit and then the cost of the model will skyrocket.

Why Ballistic skill and not anything else? Because no other stat can be ignored with the exception of specific rules. Your WS/S/T/I/W/Ld/Sv are all going to be referenced at some point. Whether or not those stats are effective is a different matter entirely.

Wednesday, January 13, 2010

Everyone Eventually Moves On - The Space Marine story



Pictured above is my Salamanders Dreadnought, the most recent model that I've completed. What's wrong with this? This model was finished at least a month and a half ago and I haven't had the will to paint anything else.

Now, during the Apocalypse game last Sunday, two of my friends (who play space marines) stated their intention to switch to Space Wolves and Chaos Marines. After thinking about it a while, I understand why.

The Space Marine is the poster child, it's the "easy army" to play, easy to make an effective list and has a very forgiving learning curve. The drawback? Once most people learn the game and delve into more advanced tactics, they see that the current Space Marine codex is garbage. It's boring to write a list, reasonably boring to play one and it feels that every other army in the game keeps getting more and more toys that allow it to lay waste to your 10 man tactical squads, your Land Raiders, your Dreadnoughts (I'm looking at you new Zoanthropes!) and what have you.

Heck, even from a hobby stand point, it's relatively boring. You paint dozens of dudes are intended to look exactly the same (props to the new Space Wolves kit for breaking the cliche of a power-armoured face in the crowd). Most of your vehicles are based on the Rhino-chassis, meaning you have a box, a box with a gun in front, a box with a gun on top, or a box with a bigger gun on top.

The Space Marines are indeed the poster child - it's how people learn the game. But once they reach another level game play, do they still find satisfaction in using those men in cans? I know that after playing Necrons, then switching to Eldar, then Space Marines as my latest army, I'm finding them very lacking in unit selection, model appeal and play enjoyment. I really should've saved the $300+ I spent and gotten more Eldar. :-/

I know that most players start out the game playing Space Marines or some other MEQ equivalent. If you're one of these players, have you changed your principle army? Did you play another army and then switch to Space marines for whatever reason? What are your thoughts?

Squirrel_Fish

Thursday, January 7, 2010

Apocalypse Scenario - "Seize and Slaughter"



(Image Courtesy of Marvel Comics, unrelated to 40k but would make an epic Indepdendent Character)

So I've been organizing an apocalypse game for this Sunday and just wanted to throw the scenario that I've been creating for it on here for posterity. Pics will be provided as well as an attempt at a battle report.

The game is about 8000 per side (so not a huge apoc game, but enough to consume the entire day).

Basically, it's Seize Ground with a twist. Each team gets one Primary Objective and two Secondary Objectives. Each team also nominates a single Independent character who acts as the 'commander'. If there is a Unique or Special Character, then he/she must be the Commander. If there is more than one Special character, the teams nominate one.

1) For each Primary Objective a team controls, they get two Victory Points.
2) For each Secondary Objective a team controls, they get one Victory Point.
3) If a team kills the enemy Commander, they get one Victory Point.
4) If a team kills all of the enemy HQ choices, they get one Victory Point (in addition to the one they get for killing the Kommander).

Troop choices are the only ones who can control an objective. Completely destroying a unit does not give a victory point. In the unlikely situation that the enemy is tabled, the surviving team wins.


Thoughts, opinions?

Wednesday, December 30, 2009

The Sky is Falling. Wear a Helmet.

So I've been keeping up with all of the new Tyranid Codex rumors and have been hearing this and that about Carnifexes in broods of 1-3, the Trygon/Mawloc, super-powered Tyrants, cheaper (and more powerful) Genestealers, something called a Harpy and blah blah blah. 

This. Happens. Every. Single. Codex.

The sky will fall and everyone freaks out about how over powered the newest dex will be. Frankly, I've heard nothing that is truly concerning or cannot be planned around. I'll get a copy of the codex and I'll look it over. Not to start playing nids or to complain forever about the gross injustices and codex creep.

Instead, be proactive about this change. Find the weaknesses in this codex. Is it time for plasma to make its return - due to the difficulty of hiding something as large as a trygon in cover? Powerfists will appear in just about every single squad that can equip one. And finally, weapons and abilities that inflict instant death (S10 Pie Plates, Force Weapons, Skulltaker, Wraithcannons, etc) will be somewhat popular again due to the loss of Eternal Warrior. 

Monday, November 16, 2009

Project Planning

Thanks for all the replies to my last post. I'll throw out some of the ideas I've had going on in my head. More than likely I'll try and balance out a mix between these options and hope that I stick to it.

1) Monthly Quotas
- Basically, the idea is to get 400 to 600 points (army building points, that is) worth of hobby done each month, whether its painting, assembling, converting or whatever. The time span is set so that I have to stick to it, but the points are flexible so I have some wiggle room in case of a tough month due to the demands of the music department/

2) Painting Points (Kudos to Harreh from http://mattsminiatures.blogspot.com for this one!)
- Basically the last idea, but using smaller numbers. I'll give various models a score and whenever I complete a said model, I add that score to my total. The total is how much money I'll allow myself to spend on the hobby. This is more of a short-term idea rather than a long-term thing since eventually you'll find yourself with so little points you can't buy a blister back. Instead, I might make the total poitns the amount of money I can spend on things that isn't in my army or armies.

3) Another Army
This is something I've been contemplating for quite some time. In one of my previous posts, I had talked about considering Dark Eldar as another army and had gotten quite excited about it. Needless to say, once I drew up a 1500 point list, I facepalmed at the idea of having to buy 7 Raiders and 3 Ravagers. However, another idea that I've had is to do an all Scouts Space Marine army. Yes, it's more Space Marines, but it's just something completely different than what anyone is expecting to see. Any opposition to seeing the Ultramarines 10th Company? The reason why I'm choosing the boys in blue is because I would hate to have to do a hack job on converting Sergeant Telion and because I feel there's too much Ultramarine hate in the world. The vanilla marines need some lovin' too!

4) Commissions
Highly doubtful since my painting/converting skills are no where near the level that many the other painters in the FTW coalition, but hey - if I can get them, they'll keep me enthused, sate my desire to paint different schemes/models, and help fund my addiction.

Cheers,
Squirrel_Fish

Saturday, November 14, 2009

Open Forum: Finding the Time to Hobby

It's been a long week for me - I've had two band concerts last week and 2 jazz concerts this week, so it's been rehearsal after rehearsal on top of all of my usual school work. I've been getting home at like 11:00 pm on a fairly regular basis now, doing homework or studying and then hitting the sack at 2:00 am for more classes at 8:00 am. Even if I had the time to do anything, I'm not sure if I'd have the energy for it.

Basically, I've had practically no time to work on anything 40k related. I'm sure I'm not the only one who has this problem - we all lead busy lives and I envy the people who have time to get in a game or a few hours to paint on a bi-monthly basis or (heaven forbid) a weekly basis.

How do you find time for the hobby? Is it whenever you manage to get an hour or two of free time? Do you schedule it? What motivates you - commissions, contests, or just plain fun?

The floor is yours 40kers.
Squirrel Fish

Friday, November 6, 2009

Must Have Units - Eldar Farseer


Whether on foot or mounted on a jetbike, the Farseer is the lynch pin of the Eldar army. If I am playing my Eldar army, I will always field at least one of these guys. With a plethora of nifty psychic powers and a badass Seer Council Bodyguard, it's hard to see why you wouldn't field one of these guys.

Due to the specialist nature of the Eldar army, I feel that the Farseer is necessary due to his ability to augment any one of those units that is likely going to fail at its objective. Those Banshees not going to do enough damage to Terminators? DOOOOOOM! Do you need that Land Raider gone this turn? Guide your Fire Dragons and you'll guarantee that it'll be a pile of slag. Powerfist about to charge into your Wraithlord? Mind War him and chuckle as he bleeds out of his ears.

Most Farseer's run Doom and Fortune as their psychic powers - this gives reasonable flexibility with offensive and defensive support - allowing you to help out in just about every situation. Try not to buy more than two psychic powers since all it does is make your Farseer super expensive and you don't get to use the third or more power.

Jetbike or no? I find the jetbike to be particularly useful due to the +1 Toughness and the 3+ armor save (without which, Psycannons would leave my Farseer a smoldering crater) but understand that you will be walking around with a 160+ price tag in a fairly high cost army as it is.

- Runes of Warding: BUY BUY BUY BUY BUY! In a world where Jaws of the World Wolf, Murderous Hurricane, Lash, Fortune, Doom, etc etc are powerful game changers, you need to be able to shut them down.

- The Warlock bodyguard. They can add a whole lot of hurt in the form of Destructor Spam. 10 Point heavy flamers? I'll take that. They add a lot of ablative wounds to your Farseer and, when combined with Fortune, are super hard to crack due to a 4++ rerollable save (or 3++ if you buy jetbikes). Now, the Jetbiking these guys is going to be a costly endeavor. They will each cost more than a terminator and in order to be effective, you're going to need 5-6 of these guys. But man, is this a killy unit...

Eldrad Ulthran
If I'm going to talk about Farseers, I feel a little obligated to talk about this guy. King of the Farseers, he gets 3 psychic powers a turn (if he's not in CC), can use the same power twice due to his staff, wounds on a 2+ with no armor saves and allows you to redeploy some of your forces after the both sides have deployed, meaning you can have first turn and a reactive deployment. He's a powerful character - use him wisely since he is darn expensive. Can't have a jetbike unfortunately. :(

Cheers,
SquirrelFish

Thursday, October 29, 2009

Dead Man Walking




As my last post suggested - I love Dreadnoughts.

To me, there is nothing more fantastic than a warrior who has been maimed, crippled or should otherwise be outright killed but refuses to die. Instead of euthanasia or accepting a non-combat role (a much worse fate than death), the Space Marine takes on the mantle of the Dreadnought - a machine weighing several tons, more heavily armored than most APC's, and armed to the teeth in deadly weapons. Sure, there's the drawbacks of having to essentially hibernate for centuries at a time or risk going insane due to being kept alive in a near death state and not being able to enjoy things like food or drink, but hey. For the Emperor.

I always find a way to field one of these things - even when it's tactically sound to field a different unit (like more Terminators or another Land Raider).

Vanilla Dreadnoughts

They're cheap and they have plenty of options for varied roles. These are similar to tactical marines in that they can be flexible in all aspects of warfare but can specialize to a degree.

1) Dreadnought with Multimelta, Heavy Flamer and Drop Pod - 150 Points

This is a fairly common set up. Having both a Multi-melta and Heavy Flamer allows your Dreadnought to engage either infantry or armor after exiting the Drop Pod. The short range of both weapons is largely negated by the Drop Pod. It's a fantastic (and relatively cheap) Dreadnought to use if you need an "In Your Face" anti-everything unit that your opponent will be forced to deal with.

2) Dreadnought with two Twin-Linked Autocannons - 125 Points

The Rifleman. This thing is made to slaughter light vehicles (Rhinos, Land Speeders, Raiders, etc) and man it is good at it. Against AV 11 or 10, you can expect it get 2 or more glancing or penetrating hits. Field two or three of these things and you can pretty much guarantee your opponent will be walking across the board. You won't be able to kill squat in CC, so stay far away and just unleash flak. Once you start facing AV 13 though, you're at an uphill battle, which brings me to the next choice.

3) Dreadnought with Twin-Linked Lascannon and Missile Launcher - 145 Points

This is the Dreadnought to use (at range) against heavier armor. It's less effective against lighter armor due to having less shots, but you're more likely to do something against AV13 or 14.

4) Dreadnought with Twin-Linked Lascannon and Heavy Flamer - 145 points

This is actually my favorite vanilla dreadnought. You have the power of a longer ranged anti-tank weapon as well as a crushing close range anti infantry weapon. Keeping the close combat weapon allows you to use this Dreadnought as a jack of all trades - if you need help in any field, this is there to help you out (but is not likely able to handle it all alone).

5) Dreadnought with Assault Cannon and Heavy Flamer (125)

Cheap and slaughters infantry gloriously. Try to aim him at heavier targets.

Ironclad Dreadnoughts

AV13 and Move Through Cover go a long ways to helping this thing survive. Unlike the other Dreadnoughts, a Drop Pod is practically mandatory or else you will spend most of the game running towards your target. Due to the close combat leanings of this guy, there is only one way I would field an Ironclad.

Ironclad Dreadnought with Heavy Flamer, Seismic Hammer and Drop Pod - 180 Points

This is the most common (and in my opinion) the most effective Ironclad. Have this baby drop down turn 1. If you are within the 6" melta range against a critical vehicle - do it. Otherwise, pop smoke launchers and wait for a turn. If your back is against the drop pod, it becomes exceedingly difficult to kill this Dreadnought while smoke launchers are up. If you survive, then charge forward, melta/flame whatever is juiciest and start tearing in with your giant fists o' fury. Frankly, vehicles should be your priority target. S10 and +1 on the damage chart from the Seismic Hammer makes a mockery of just about every piece of armor. If you have extra points, consider adding Ironclad Assault Launchers. Grenades are nifty for everyone.

Venerable Dreadnoughts are the expensive, survivable and more skilled big brothers of the vanilla Dreadnought. Due to a higher BS, I can easily encourage using some of the non-twinlinked weapons. You can field any of the vanilla dreadnought builds with this guy, but he can get really expensive, really quickly.

1) Venerable Dreadnought with Plasma Cannon and Heavy Flamer - 185 points

BS5 Plasma cannon is mmm delicious. The Heavy Flamer (notice a trend?) allows you to crush anything that gets too close to your lines. This guy should gladly tear into elite infantry and has the option of firing into light vehicles. Keep him near the middle of the table so he can lend his might wherever needed.

So that's Dreadnoughts in a nutshell. I hope you consider fielding one of these armored behemoths next time you play. I know I am :P

Squirrel_Fish

Sunday, October 25, 2009

Justifying the Purchase


Picture Courtesy of Forgeworld



I love dreadnoughts. I just loooove them from both a fluff and game standpoint. If I could afford it, I would totally run the 6 Dreadnought Space Marine army.

However, having just finished painting one, I just realized how boring they look. It is literally a box with arms and legs. So, I've been tempted to get the Forgeworld Venerable Dreadnought (seeing as how the GW is a 3 pound chunk of multi-piece pewter - we all know how much that sucks to work with) because it's a model that just screams its presence on the tabletop and really says "I am a hero reborn."

As much as I love how cool looking this model is - I'm not sure if I can justify it's purchase. I currently have three dreadnoughts (1 regular, 2 AoBR) and the actual likeliness of me running the 6 Dreadnought army is slim. I don't even feel great about spending $12 on the Forgeworld Dreadnought arms, even though I really want to use Mortis pattern Dreadnoughts.

Everyone has a favorite model. What do you go crazy about when it comes to this hobby?

Friday, October 16, 2009

Making the Right Choice



Following up on my previous post about having a choice in your army - I want to explore why you choose your army (or your second or third army).

Now, the following items can be done in any order and will weigh different for each person.
Assuming money is not an issue (which it probably is, this is not a cheap hobby! More on this later), you should consider how the army...

  • Plays
  • Looks
  • Feels

Consider how it plays. Do you like moving lots of models or being capable of out maneuvering the foe? Do you enjoy the feeling of throwing down huge amounts of dice at a time? If you're a new player, you might have some issues finding out what army strengths you favor. In my experiences, your FLGS (Friendly Local Game Store) will have several armies that you can play with in order to learn or if you want to try out a different army. Pay them a visit and see what they have in store.

Everyone has their own aesthetic taste. Needless to say, this will affect some people's decision more than others. Do you like how a certain army looks over another? Is it the models themselves that you enjoy or the GW-eye candy color scheme? Look at lots and lots of miniatures from different armies and different painters and see what catches your fancy. Now, a lot of people may give me some flak for this but I recommend buying a blister from two or three armies if you can't make a decision. Usually, a blister pack is pretty representative of what you can expect for the rest of the army. I know before I started Eldar and Salamanders, I spent a huge amount of time going through the Coolminiornot.com galleries looking for anything that was just gloriously inspiring.

Are you always the good guy when you play video games? Do you just hate the idea of people acting perfectly in line? The fluff behind each army is probably an indicator to whether or not you'd enjoy it. So far, I haven't met a single goodie-two shoes who would enjoy purging plastic life from the tabletop while screaming "BLOOD FOR THE BLOOD GOD!" It could happen, though.

Now, I'd like to know why each of you chose your specific army? What attracted you to the cry of Khorne or the Path of the Seer or to heed the Wolfcall?

Squirrel_Fish

Wednesday, October 14, 2009

Is the Grass Really Greener on the Other Side?

Or is it just the vocal minority just being particularly vocal? I've been sick for the past two days, lying in my death bed and whatnot, hoping that this illness that's been spreading around campus isn't gonna mutate into the zombie plague.

Other than sleeping and studying for my midterm tomorrow, I've been reading quite a few forums have come across a rather common consensus.

Everyone on the forums thinks that their codex blows. That's right. Everyone (with exception to the Space Wolves players who are still on their honeymoon). All across we have complaints from Chaos Marine players, Ork players, Space Marine Players, Eldar players, Tyranid players and whatnot about how there are so many things wrong with their codex, every other army has it much better than them and how it should be GW's priority to release a new codex for their army to fix all their problems and make them the uber army of 5th edition 40k.

Why is this? Well, I think that it's just a whole lot of hodge-podge steam venting from a very vocal minority. These are the kinds of people who will go into every thread and every forum hijacking the thread into "Sisters of Battle need an update" or flaunt their own superiority for choosing to play with an outdated codex. I don't really see why they have to do this. Frankly, you CHOOSE your army and before making a $300+ investment in models, you presumably understand the decision you are making. No one is forcing you to play Sisters, Daemonhunters, Dark Eldar or Necrons. You made the decision.

Yes, the Chaos Space Marine codex was effectively castrated fluff wise in terms of army building. Most players are going to accept this and realize that it also opens up tons of army building options. Yes, the Witch Hunters codex is old and harder to play. But that is the nature of anything with a metagame. As the metagame evolves, some options get left behind and some options become awesome. Your army will never be on top forever (I remember the fall of the Dual Biker Nobz list to the IG - a list that was supposedly fool proof in execution).

To sum it up - every player has a choice in the army that they play and should choose it carefully. When starting an army, you should realize that the game will change and evolve as new armies and codexes are released. No army will be perfect forever, no strategy is unbeatable. We play a game that is as quick to change as the seasons.

Wednesday, October 7, 2009

Making the Outdated Usable


Image Courtesy of Games Workshop

You know what I've got? Army fever. Not for the new Space Wolves. Furry Marines never really peaked my interest. Rather, my interest has been captured by the armies that were "left behind" in the edition change. Namely, the Dark Eldar.

The reason why I want to give the pointy hats a try is that the tactical side intrigues me. I find the glass cannon gamble rather exhilarating, so I'll throw together some builds and hope for the best.

Now, the few Dark Eldar players out there tend to be very vocal about how much their codex is outdated and not particularly competitive. It most definitely is outdated, but I'd argue that it still has a reasonable amount of competitive bite.

  • The metagame is currently leaning heavily towards mech based builds and a dependence on Melta-suicide teams as the premiere anti-tank option, meaning that if you're shot down, you are within striking range.
  • They have the fastest, cost-efficient (not to mention flimsiest) troop transports in the game. The Raider is 55 points, but is still very effective. Move flat-out turn 1, put an expendable Raider to block LOS to your Archon's Raider and by turn two, you'll have a very scary Dark Eldar Lord lopping off heads, kicking ass and taking names (and slaves, lots of slaves).
  • The ability to spam enough Dark Lances to make an armored company cry.
  • Wyches make the assault troops of all other armies throw down their weapons and give up.
  • Last but not least, arguably THE most killy character/retinue/unit in the game - the Archon with Incubi can throw out a huge amount of high initiative power weapon attacks that will more than likely cripple the enemy before he can even swing back.
As with all codexes, you've got to keep in mind what is effective and what isn't. Seeing as how a good 60% of the codex is worthless in this day and age, we've got to make do with what we have. I'll share some builds and other opinions later. For now, sleep.

Squirrel_Fish

Tuesday, September 29, 2009

Codex: Necrons and What We Expect/Need



As some of you may or may not know, my first 40k army was actually Necrons. I started playing them late 4th edition because I loved the fluff and how the fit into the Grimdark that is the 40k Universe. Needless to say, I got kinda fed up with how well they actually performed and moved onto the Eldar. A recent conversation with a friend, however, got me to thinking what we can expect/hope from the next update of the Codex.

1) Price cuts across the board - everything is much more expensive and not as effective as the equivalents in other armies. When it gets to the point where so called  "elite" armies are starting to outnumber the Crons, we have a problem.

2) Effective close combat unit(s) or reducing the impact of CC - the army is particularly vulnerable to assault simply because Necron Warriors just can't compete with other units in assault - heck, even the Tactical Marine laughs at us. This can be solved by allowing smaller squad sizes for Warriors (to reduce the loss of a sweeping advance), making our current 'cc' units effective (Wraiths, Flayed Ones namely - no power weapons? Wtf?) or by just outright making us harder to kill in CC.  On another note - I'd like to see Pariahs gain the Necron rule. The pinnacle of alien technology and it can't self-repair? Laaammmeee.

3) More varieties in the HQ slots rather than a 300+ point C'tan or plain Jane Necron Lord. I personally would like (in addition to the Necron Lord) options that change up the FOC - seeing as that seems to be very 'in' with codices as of late. I have concepts of the Flayed Lord (allows Flayed Ones as troops choices) or the Pariah Lord (Pariahs as troops choices) in my head as well as things like Machine Lords which make the entire army more durable.

4) Ways to get from point A to B quickly. 5th ed. being such a objective focused game, movement becomes even more important and footslogging it across the field/floating six inches a turn doesn't work well at all. APC's don't make much sense for the Necrons, who should be using something a little more mysterious in nature. Thus, I envisioned something that I call the "Gauss Gate". Imagine something the size of a Drop Pod Deep Striking in. Once it arrives, units coming in from Reserve may treat a Gauss Gate as your table edge. Units may 'enter' a Gauss Gate in the same fashion as boarding a vehicle or entering a building. The unit is removed from play and return the next turn from any Gauss Gate they choose and may reroll any of their failed WBB saves. Think of this mechanic like the Monolith (whose gate will also be considered a Gauss Gate). These things will cost a pretty penny in points and will also be somewhat fragile compared to the rest of the army.

5) Removal of phase out. No, it isn't a balancing factor seeing as how you can wipe everything off the board and be victorious. It's easier to kill stuff than to keep stuff alive.

6) Overall streamlining of the rules. WBB turns to FNP (and the Resurrection Orb negates the negators of FNP), Gauss becoming more efficient (wounds models with a toughness value on a 6 and count as rending vs Vehicles, maybe?).

7) Cost efficient, effective anti-tank. With Gauss being unreliable now, there has to be an effective way to field some heavy weapons without paying half the army for it.

Those are pretty much my main points. I know there are other things that can be improved, but this would be a great start if GW got on this *hint*hint*nudge*nudge*.

C&C welcome, as always.

Sunday, September 20, 2009

Free Hand and Photography

Hey guys,

Back from a long week-end of rehearsals and tuba-playing. Just showing off what little I managed to get done before I had to leave in a hurry.

This is my first attempt at some larger free hand. Be gentle with me!







A question I'd like to pose to you guys - how do you take pictures and what do you insist on using?
My camera is a Sanyo 5-megapixel...thing. It's been in the family for a while and I took it to school with me and I use my roommate's camera because mine frustrates me to no end.

My camera


My roommate's camera



As you can see, the color difference is HUGE. The second picture is very clear and all the details are present - whereas my photos are hued differently. What do you recommend doing for photo's on a budget?

Squirrel_Fish

Tuesday, September 8, 2009

Staying on Top of Projects

So me being me and being easily caught up in new projects - I picked up a squad of Space Marine Scouts, the first piece of my next project - the Ultramarines 10th Company.

However, this puts my Warhammer queue up to:
24 Tactical Marines (Bolters/Flamers)
3 Multi-Melta Marines
3 Tactical Sergeants (needs assembling)
8 Sternguard Veterans
1 Sternguard Sergeant (needs assembling)
4 Terminators
2 Rhinos
1 Razorback
1 Predator
3 Dreadnoughts
1 Land Raider Crusader/Redeemer
Everything from Space Hulk
5 Space Marine Scouts

So I pose this question to all of you out there - how do you stay on top of projects? Is there some sort of magic button that encourages you to paint faster than you buy or plan projects? Is there some other motivation in it for you (commissions, contests, ToP's)?

The table is yours,
Squirrel_Fish

Sunday, September 6, 2009

Sacrificing Units - The Who, the When, The Why

I'm home from school for labor day weekend and I managed to get in a game against one my friends - who was running his tyranids.


The game was killpoints and I won 8 to 1. Despite this, I still learned quite a few things, mainly when or why you would sacrifice units.


Who makes a good sacrificial unit? Any unit that you have redundancy in or is otherwise not a huge loss when it dies. This can be anywhere from a combat squad of Space marines to Space Marine Scouts to a squad of Guardsmen being led by a Commissar. The consideration you have to make whether or not the unit can easily be broken in combat. I feed my foe Rhinos once my use for them has dwindled. Which leads me to...


When do you want to do this? This is the hardest part to judge - if you know for sure that the unit you feed your opponent will die on his turn, you want to give him the charge or the opportunity to light your guys up. That way, when it rolls over to your turn, you can get some revenge kills in. However, if your unit is tough enough that they can withstand one turn of assault (or he just can't do enough damage to kill all of them in a single turn), then you should charge him on your turn (assuming you have the opportunity). You deny him some attacks, meaning that (hopefully) you'll survive til your opponent's Assault Phase, where he will finish you off and leave himself an open target for your vindication. Now, if you plan on assaulting with your sacrificial unit - you want it to be hard to break. The worst thing that can happen is that your squad gets wiped out or caught in a sweeping advance, allowing your opponent the opportunity to shoot/assault with impunity at your other targets. If you plan on passively feeding him a squad (ie. bait) then make it as easy to kill as possible.


Why? By sacrificing a unit, you can buy yourself time by drawing the fire/assault away from your other units. A common example of this is a squad of kroot hiding in woods and screening the fire warriors behind it. The enemy's assault troops will have to deal with the kroot before they can tear into the fire warriors. Alternatively, by putting a lone (yet somewhat juicy) target away from your other units unsupported, you have a piece of bait that you can use to lure a unit or two away from the main hustle and bustle of the battle.


Those are my 3W's for today. C&C welcome!


Squirrel_Fish



Friday, September 4, 2009

SM Special Characters and Chapter Tactics

It's made pretty clear in the SM codex that when there are two characters with the "Chapter Tactics" rule, you must choose which one is active. Now, what I want to ask is if you would consider worth it to take two of these characters.

I've been considering adding more Terminators to my Salamanders army (what can I say? These things are hella fun to paint and assemble) but want to avoid using another squad of assault terminators since I'd have to get another Land Raider to chauffeur them around in. My issue though is that regular terminators don't quite have enough 'ooph' unless fielded en masse or are...

Fielded with Captain Lysander. For 200 points, you get a 4 W Eternal Warrior with a S10 MC Thunder Hammer with Termie armor and a Storm Shield. That's not all folks! You get a +1 Cover save to a set of ruins of your choice and you get the fantastic Bolter Drill rule, meaning those Storm Bolters are now pretty awesome! However, I've gotten some criticism, saying that it's a waste of Lysander's Chapter Tactics. I say - who cares? He (and most of the Space marine characters) are a bargain for what you pay for. If I wanted Terminator armor, a storm shield and a thunder hammer on a regular captain, I'd be paying a solid 170 points. For 30 more points, I get another wound, rerolls with Bolters in his squad, eternal warrior and a better cover save. Worth it.

So my next 1750 list is gonna be this:

Vulkan
Lysander
Terminator Assault Squad (5 TH/SS)
Terminator Squad (Cyclone Missile Launcher, Chainfist)
Tactical Squad (Flamer, Multi-Melta, Sergeant Power Weapon/Meltabombs)
Rhino

Tactical Squad (Flamer, Multi-Melta, Sergeant Power Weapon/Meltabombs)
Rhino
Tactical Squad (Flamer, Multi-Melta, Sergeant Power Weapon/Meltabombs)
Rhino
Land Raider Redeemer (Multi-Melta)
Total: 1750



C&C?

Squirrel_Fish

Sunday, August 30, 2009

Hammer Units - Size Matters?

So I got in a game with my roommate today and after losing three TH/SS Terminators to small arms fire (and another one in CC before , I got to thinking - how big should the "hammer" unit of an army be?

The larger the unit, the more costly (duh), but you also retain a lot more bite even with a few casualties (while in say a 5 man unit of Terminators or 4 man Seer Council, losing one or two of them HURTS).

What's your opinions?

On a side note - I finished painting my first Terminator yesterday and am working on basing it today. As soon as I get my camera back from the shop (this weekend) I'll throw up some pics.