So, Ive just started painting again after a long break due to work. Currently working my way through 50 statetroops,steamtank and some scenery. Pictures will hopefully come when I got the time to take them!
Anyway; I got my hands on the VC book a couple of days ago, and to all fairness its a good book! Both for competative play and casual.
some highlights: Zombies and Skeletons are again usefull. their cheaper, zombies go an increased statline and thwy can pursue.
the etheral addition og hexwraiths are good. Magic is tuned down, but everything is cheaper so it isn't that nessesary and loads of monsters.
To cope it down; Im guessing a bog standard tourney list (after some etc ruling) will consist of 3-4 big blocks of skellies/zombies, vampire, 2x necromancers, 2x hexwraiths 2x batswarms(yea these are good ) mortis engine, 1 or 2 corpsecarts 2x1 spirithosts. Fill in with either knights or monsters and you are set to go. My bet would be blackknights. toss in the +1A boundspell, place the raisers behind the units and basicly rape your way through the enemy with ASF, 0/5/10 rased knights a turn with 10/15 KB attacks each. Bulletproof plan!
So onto Empire release in Q2/3 depending on if they do it like VC or just bangs everything in one big wave.
Rumors has it that this is in:
- Nuln cannon that fires the smal/big template as a cannon ball.(quite nasty if its true)
- New waraltar kit coped with the cannon.(finaly)
- Focus on the Gods with several units and heroes of the different Gods(like marks for WoC? didnt get any answer on that one tho but could seem like it unless we get 20 hero choices, which we dont need)
- griffon riders and inner circle knights(by God give the inner circle knights 2 A, they are the finest of the finest and fluff whise and rule whise they deserve it)
- War Wagon(i dont like it still so care )
- hafling/dwarfs suplements
Now the things on the list from 4th ED will not all be included ive heard. so thats more of a speculation on what comes and goes. I doubt dwarfs would be in tbh.
After that its woc from what ive heard. And with 6ed in 40k comming aswell this turns out to be a busy year for me !
Kardon's Gaming Blog
Wargaming blog about Warhammer 40k and Warhammer!
Thursday, January 12, 2012
Sunday, August 21, 2011
Long time no see
So its been a while since ive posted anything here. Reasons are numerous, none I will go into details on tho! Anyway, ive done something and played a few matches aswell. First of ive bought another 10 GKPA and a Chimera trying to make a powerhouse center unit. Tried it out last night against eldars and im amazed on how much firepower they can dish out! Are these better then their equal paladin+libbie house? Well im not sure, ive seen arguments going either way. But in my kind of list im pretty sure they do better then paladins anyway. Ive sprayed all the tanks and transports, started to tidy up the details. Got most of the razors done! Now im eagerly following the Norwegian teams on ETC. The fantasy team are doing/did alright up to the loss against Austria, which was abit sad realy. The 40k team are there for the first time, not sure why it isnt going well for them, could be the pairings, their lists are pretty decent, and I know some of their players are very good aswell. But their hopefully having a blast either way! Just beeing there for the first time must be a great experience. GL to both teams in the final round!
Monday, June 27, 2011
Prepare, a storm is commin'!
So, a storm of magic has been released upon the warhammer universe. I must say I quite like the direction its going. It could have gone many ways, but to scale the spells up like they have done, and given us a extra +25% to spend on yummie beasties and the like without messing around with the initial values is to my liking. Is this gonna be tourney packed rules? Nope. Do I like it? Hell yea! This is as predicted, a random big BOOM. pushing units 2d6" this way and that way, destroying units, swallowing heroes, throwing an entire gaming hill on the opponent, ressurecting dead units(yea you heard me!) back anywhere within 24" of the caster. And to top it off, even the dwarfs gets to do some nifty things in the magic phase! Now many are rambling about having 15 night goblin shamans in the army and the likes, now I can't see how to pull that off tbh. There will be room for 1 guy on the pode, and 1 guy will get the buff, so why have 14 in backup when 3 should be plenty? Unless you plan to bring 10 stands for them, but even then 4d6 does realy randomize the success quite alot. Ive ordered the limited stuff + the book, after that im probably extending my WoC army with a Manticore and a new sorc model. Depending on what happens and how many that joins in. For now, its 40k thats being painted and played, and it will likely stay so untill Invasion. Im probably bringing WoC this year aswell, the list depends on wether they go with the ETC comp or not. Probably they will, and I can see the use of MSU warriors on the table. Or a 50 line "mangard" of warriors... now shot your cannon at me, and see if I care to loose that 1 model.. then pretty please attack me with that 10man halberdier regiment and see me grin'... oh yea, MSU 4M godess of the empire/3M dwarfs.. oh wait?
On the painting side, im getting my sprays tomorrow, so that will complete a storm raven 3 raz. Im awaiting some FW doors for the raider, so he is on hold for the moment. So only need to paint 5 more PAGK and get the shields from maelstrom for the crusaders and I got what I need to make some cool lists! all done in about 2.5 months. Not bad to be honest! After that I will refresh my space wolves. Got 5 Thunderwolves incoming and 10 ML LF to paint together with those, make some standards to go and wulven marked gits and magnetize 3 meltas.. not that big of a job realy, so should be done by mid autumn. I promise i will take some pictures soon, but all this browsing and news here and there realy get in the way!
On the painting side, im getting my sprays tomorrow, so that will complete a storm raven 3 raz. Im awaiting some FW doors for the raider, so he is on hold for the moment. So only need to paint 5 more PAGK and get the shields from maelstrom for the crusaders and I got what I need to make some cool lists! all done in about 2.5 months. Not bad to be honest! After that I will refresh my space wolves. Got 5 Thunderwolves incoming and 10 ML LF to paint together with those, make some standards to go and wulven marked gits and magnetize 3 meltas.. not that big of a job realy, so should be done by mid autumn. I promise i will take some pictures soon, but all this browsing and news here and there realy get in the way!
Wednesday, June 22, 2011
loads of progress, no pictures....
So, after the "shock" of 6ed rumors(for some atleast, 3++ slaughtered them right away) now, ive done quite alot the last weeks. Ive recieved 1 birdie 1 LR and 4 Raz. Now im gonna make 1 of those Raz for my SW and the rest for the GK's. I dont need 4 in my current list, as it seems rather boring to play the "usual 5x4 raz/3x psifleman list ive read so much about. I don't like it and i doubt ill ever will from a "fun game" p.o.v. Now the reason why I havent smacked any paint on them from the outside is becouse im waiting for this magic spray from army painter called chain mail(iirc) so I don't have to paint all by hand(wuhu!) ive finished the assassins bar the bases tho, and build 5 more PA GK's so i'll hopefully get some painting done on those guys over the weekend bringing the painted models up to 21 GKPA 5 paladins, Draigo, 6 assassins, Dreadknight and a dancing psifleman(yea his pose is awesome with the 2x TLAC on) and the vehicles will probably be done the day i get that damn spray, if my theory proves correctly. Luckily I have lots of junk I can test it on before I coat all my precious tanks in it.
and go check out the latest 40k radio(www.40kradio.com) with Rick Priestly, a good show worth the listen.
and go check out the latest 40k radio(www.40kradio.com) with Rick Priestly, a good show worth the listen.
Monday, June 20, 2011
BoK 6ed rumor
From Blood of Kitten:
http://bloodofkittens.com/network/me...ctivity/14616/
We, the gamers, are sitting on the receiving end of this dishonest policy once more. We are treated like children and that is exactly the goal of these changes. So here are some of their plans, as long as the info is available, to spoil some of their surprises:
* first 6th edition codexes, but release before or with rulebook, small release with single or two waves: Black Templars (1 waves: 2x plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x Finecast), Necrons (2 waves)
* first real 6th edition codex: Codex Chaos Legions, really big release in three waves, doesn’t invalidate Codex Chaos Space Marines which gets extensive White Dwarf update as Codex Renegade Space Marines
* two starter sets, each with rules, dices, movement markers, mission booklet, one with Dark Angels and fitting scenery, the other with Black Legion and Chaos scenery.
You can combine both to play the campaign or use one set alone to play a selection of dumbed down scenarios against every other force, first starter set that comes with a model for a well established special character
* 6th edition is finished rulewise for some time now, the overall goal is to fix some of the long time problems of the game system. Expect a lot more fundamental improvements than last edition. The rules were even more ambitious at some stage of development, but didn’t get approved as they were too far away from the established rules.
The main designer left company and his successors brought the rules back in line with the existing codexes. The rules are nonetheless a bigger step forward than from 4th to 5th. Changes are so big that the next edition relies partial on erratas to fix old codexes. Development relied heavily on feedback of veteran playtesters. You can see some results of this new approach by the way the FAQs were handled in the last months. All codexes since Codex Tyranids were written with the new rules in mind, especially the new mission and reserve structure.
* The main design goals are: one book to rule them all, heroic characters, visceral combat, streamlined mechanism, cleaned up presentation and strategy before chance * strong narrative focus on Chaos, perspective shifting from the Empire to the struggle between free races and the Warp
* the biggest rule changes:
- similar ballistic to hit chart as wound chart: compare BS to target’s speed and unit type. BS 3 hits moving infantry on 4+, but lightning fast jetbikes on 6+ and stationary tank on 2+… HUGE
- victory points are back, but with another twist: you get two victory points if an unit holds an objective for an entire game turn, if a scoring unit holds one, you get three and one if you destroy a squad leader or vehicle
- before the game there is a bidding contest for the opportunity of the first turn, if you bid more strategic points you can go first, but the enemy can spent these points on stratagems as in Cities of Death: 22 generic stratagems
– for example for one point you can decide on night fighting or place an automatic gun, for four you can shift your reserves, most expensive stratagems are at 12 points and are really drastic, every unspent point can be used once a game for a reroll
- new turn sequence: prepare-movement-assault-shooting-consolidate new phase “consolidate” phase for random movements, jetpack movements, pursuits, morale checks/effects and resolving shooting reactions assault before shooting
* big units are real roadblocks! Some more examples for the development doctrines One rulebook for all:
- flyer rules are incorporated in the main rules
- narrative rule section that expands core rules: formations, super heavies, gaining experience
* modular rules, core rules can easily be expanded by narratives rules or another expansion set Heroic characters:
- independent characters more powerful, armour save and invulnerable save at the same time
- squad leaders more important, no more 50% rallying threshold, unit can rally as long as squad leader lives
- independent characters can snipe More visceral combat:
- standard cover only 5+ now, Feel No Pain (1) only on 5+
- slow slogging units very vulnerable
* some weapon types are specialized in taking out specific unit types and are incredible good at doing this (sniper vs. infantry without armour), but on the other hand ordnance vs flyer isn’t going to do much streamlined:
- no more random movement at all
- 5 general types of psychic powers
- wound allocation like 4th edition on unit basis, but attacker can chose every 5th wound to go to a single model (sniper weapon every second wound)
- artillery is normal immobile vehicle squadron, crew has no other game purpose than to be a counter for rate of fire and attacks clean up of combusted rules:
- there are tiers for most of the special rules. Instant Death (2) circumvents Eternal Warrior (1) for example. Feel No Pain (1) is 5+, Feel No Pain (2) is 4+ and Feel No Pain (3) is 3+. If no value is given, the special rule is tier 1.
- no more difference between leadership test and morale test
* terrain rules on a single page, true line of sight, non-vehicles models are ignored altogether, rules for special terrain like bunkers, ruins or deathworld mangroves in narrative rule section less randomness, more strategic options:
- more elaborate reserve rules, can nominate turn of arrvial and has only small change to arrive earlier or later, or can intervene behind enemy lines, arrives randomly but can hinder enemy reserves, must be distributed evenly between turn two and three, later arrivals only randomly
-no more random game length -no roll for first turn
-deep striking units more than 18” from enemy away don’t scatter, but landing in 6” is much more dangerous
- movement impairing effects from pinning weapons even if morale check is passed (if roll is above halved Ld), Fearless not immune to this, but only effected if rolled over full Ld
- more reactions to shooting than going to the ground depending on unit type and special rules. bikes can evade (3+ cover as same as before, but cannot assault or shoot next turn), jump troops can fly high, units with Stealth can attempt to vanish, …
I REALY hope most of this is gonna happen. And as me and a mate of mine discussed. Bring in better movement for certain units. 8 for spacemarines 10+ for Eldarish 6 for slow orkers/grots etc.
http://bloodofkittens.com/network/me...ctivity/14616/
We, the gamers, are sitting on the receiving end of this dishonest policy once more. We are treated like children and that is exactly the goal of these changes. So here are some of their plans, as long as the info is available, to spoil some of their surprises:
* first 6th edition codexes, but release before or with rulebook, small release with single or two waves: Black Templars (1 waves: 2x plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x Finecast), Necrons (2 waves)
* first real 6th edition codex: Codex Chaos Legions, really big release in three waves, doesn’t invalidate Codex Chaos Space Marines which gets extensive White Dwarf update as Codex Renegade Space Marines
* two starter sets, each with rules, dices, movement markers, mission booklet, one with Dark Angels and fitting scenery, the other with Black Legion and Chaos scenery.
You can combine both to play the campaign or use one set alone to play a selection of dumbed down scenarios against every other force, first starter set that comes with a model for a well established special character
* 6th edition is finished rulewise for some time now, the overall goal is to fix some of the long time problems of the game system. Expect a lot more fundamental improvements than last edition. The rules were even more ambitious at some stage of development, but didn’t get approved as they were too far away from the established rules.
The main designer left company and his successors brought the rules back in line with the existing codexes. The rules are nonetheless a bigger step forward than from 4th to 5th. Changes are so big that the next edition relies partial on erratas to fix old codexes. Development relied heavily on feedback of veteran playtesters. You can see some results of this new approach by the way the FAQs were handled in the last months. All codexes since Codex Tyranids were written with the new rules in mind, especially the new mission and reserve structure.
* The main design goals are: one book to rule them all, heroic characters, visceral combat, streamlined mechanism, cleaned up presentation and strategy before chance * strong narrative focus on Chaos, perspective shifting from the Empire to the struggle between free races and the Warp
* the biggest rule changes:
- similar ballistic to hit chart as wound chart: compare BS to target’s speed and unit type. BS 3 hits moving infantry on 4+, but lightning fast jetbikes on 6+ and stationary tank on 2+… HUGE
- victory points are back, but with another twist: you get two victory points if an unit holds an objective for an entire game turn, if a scoring unit holds one, you get three and one if you destroy a squad leader or vehicle
- before the game there is a bidding contest for the opportunity of the first turn, if you bid more strategic points you can go first, but the enemy can spent these points on stratagems as in Cities of Death: 22 generic stratagems
– for example for one point you can decide on night fighting or place an automatic gun, for four you can shift your reserves, most expensive stratagems are at 12 points and are really drastic, every unspent point can be used once a game for a reroll
- new turn sequence: prepare-movement-assault-shooting-consolidate new phase “consolidate” phase for random movements, jetpack movements, pursuits, morale checks/effects and resolving shooting reactions assault before shooting
* big units are real roadblocks! Some more examples for the development doctrines One rulebook for all:
- flyer rules are incorporated in the main rules
- narrative rule section that expands core rules: formations, super heavies, gaining experience
* modular rules, core rules can easily be expanded by narratives rules or another expansion set Heroic characters:
- independent characters more powerful, armour save and invulnerable save at the same time
- squad leaders more important, no more 50% rallying threshold, unit can rally as long as squad leader lives
- independent characters can snipe More visceral combat:
- standard cover only 5+ now, Feel No Pain (1) only on 5+
- slow slogging units very vulnerable
* some weapon types are specialized in taking out specific unit types and are incredible good at doing this (sniper vs. infantry without armour), but on the other hand ordnance vs flyer isn’t going to do much streamlined:
- no more random movement at all
- 5 general types of psychic powers
- wound allocation like 4th edition on unit basis, but attacker can chose every 5th wound to go to a single model (sniper weapon every second wound)
- artillery is normal immobile vehicle squadron, crew has no other game purpose than to be a counter for rate of fire and attacks clean up of combusted rules:
- there are tiers for most of the special rules. Instant Death (2) circumvents Eternal Warrior (1) for example. Feel No Pain (1) is 5+, Feel No Pain (2) is 4+ and Feel No Pain (3) is 3+. If no value is given, the special rule is tier 1.
- no more difference between leadership test and morale test
* terrain rules on a single page, true line of sight, non-vehicles models are ignored altogether, rules for special terrain like bunkers, ruins or deathworld mangroves in narrative rule section less randomness, more strategic options:
- more elaborate reserve rules, can nominate turn of arrvial and has only small change to arrive earlier or later, or can intervene behind enemy lines, arrives randomly but can hinder enemy reserves, must be distributed evenly between turn two and three, later arrivals only randomly
-no more random game length -no roll for first turn
-deep striking units more than 18” from enemy away don’t scatter, but landing in 6” is much more dangerous
- movement impairing effects from pinning weapons even if morale check is passed (if roll is above halved Ld), Fearless not immune to this, but only effected if rolled over full Ld
- more reactions to shooting than going to the ground depending on unit type and special rules. bikes can evade (3+ cover as same as before, but cannot assault or shoot next turn), jump troops can fly high, units with Stealth can attempt to vanish, …
I REALY hope most of this is gonna happen. And as me and a mate of mine discussed. Bring in better movement for certain units. 8 for spacemarines 10+ for Eldarish 6 for slow orkers/grots etc.
Sunday, June 19, 2011
Whats going on, thoughts and games
So, its been a while since ive posted anything. Ive recieved all my tanks and birds for the Grey Knight, finished 5 of the 6 assassins and awaits the arrival of etched brassings, doors and what I now like to call "dancing TLAC Dreads". So not much happening on the painting front, more on the gaming front tho and alot of cool rumors! So lets start with rumors, Storm of Magic. The WHFB counterpart of Apocalypse. What does this bring to the table? Alot of fun! What does it not bring? Tourney rules tweaks. Now thats not a bad nor good thing, i prefer tourney rules even under casual play. As our fantasy casual play has taken a rather big turn regarding fantasy. But it should be fun aswell. Lets take a look at what you can do with this addition.
You get:
Monsters, terrain, magic.
Monsters: Looks solid enough. A new dragon,manticor and a weird lookin bird. Whats good about it is that I might finaly get to use my chaos dragon again. As the point size of these battles imo are gonna get raised to above 3k, hopefully all the way up to 5k. Now for "new" players 5k might seem alot, but for us "oldies" 5k aint that high. Ofc with the % system you need to have quite alot of core troops. Most armies have cheap ass core troops, so Skaven, The Empire, OnG and other mass armies will probably suffer under this, and GW will sell more and make more money. But the average gamer will have no problem to field a large army of 3 - 5k Goodlyness. Fun!
Terrain: This is where it gets interesting. As far as I can see and read, the new terrain pieces is ace! And the rules of them will be devastating. Im taking a far guess but they will have some rules that can be gamebreaking. +X to cast, loremaster, +X wiz lvl, new spells etc. All fun and games!
Magic: If you have been paying some attention to the rumors and pictures flooding the forums around, you will see that some of the spells are rather big, 20++++ to cast on many of them. They will be devastating and game changing. Now, from a competative POV, this is not good. A wizard ranging from 50-300 points taking out armies single handed. But this will never make it into the tourneys anyway, wich means this is gonna be fun! You see, your wizard gets 4d6+ dices to play with, and new spells! Im guessing the spells either will cost points, or the average wizard will cost more points to be able to cast them. Think of your wizard as a Titan. He will be the centerpiece of your army, and he will incinerate the oponent. What im not getting is what happens to the dwarfs? I have yet to see a single rumor about what they get, or if they get anything. I do realy hope that GW does not give them a "renegade" empire wizard, or a wizard for hire. I hope they get their own rune lore that will be as bad as the next lore. And for "monsters" I do realy hope the airship is in! Everyone that have read Gotrek and Felix would know what im talking about, if you haven't I recommend you read them.
You get:
Monsters, terrain, magic.
Monsters: Looks solid enough. A new dragon,manticor and a weird lookin bird. Whats good about it is that I might finaly get to use my chaos dragon again. As the point size of these battles imo are gonna get raised to above 3k, hopefully all the way up to 5k. Now for "new" players 5k might seem alot, but for us "oldies" 5k aint that high. Ofc with the % system you need to have quite alot of core troops. Most armies have cheap ass core troops, so Skaven, The Empire, OnG and other mass armies will probably suffer under this, and GW will sell more and make more money. But the average gamer will have no problem to field a large army of 3 - 5k Goodlyness. Fun!
Terrain: This is where it gets interesting. As far as I can see and read, the new terrain pieces is ace! And the rules of them will be devastating. Im taking a far guess but they will have some rules that can be gamebreaking. +X to cast, loremaster, +X wiz lvl, new spells etc. All fun and games!
Magic: If you have been paying some attention to the rumors and pictures flooding the forums around, you will see that some of the spells are rather big, 20++++ to cast on many of them. They will be devastating and game changing. Now, from a competative POV, this is not good. A wizard ranging from 50-300 points taking out armies single handed. But this will never make it into the tourneys anyway, wich means this is gonna be fun! You see, your wizard gets 4d6+ dices to play with, and new spells! Im guessing the spells either will cost points, or the average wizard will cost more points to be able to cast them. Think of your wizard as a Titan. He will be the centerpiece of your army, and he will incinerate the oponent. What im not getting is what happens to the dwarfs? I have yet to see a single rumor about what they get, or if they get anything. I do realy hope that GW does not give them a "renegade" empire wizard, or a wizard for hire. I hope they get their own rune lore that will be as bad as the next lore. And for "monsters" I do realy hope the airship is in! Everyone that have read Gotrek and Felix would know what im talking about, if you haven't I recommend you read them.
Saturday, June 11, 2011
Assassins started
So its been a while since ive posted something interesting. Mainly due to IRL stuff getting in the way all the time. So this is a WIP of the assassins im gonna use, im actually quite happy with the scheme of him.
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