Tuesday, June 11, 2013

Road to Adepticon 2014

So I know it is some time away, but Discordian, Schlemazal, Mesdoram (contributors here) and myself are planning on attending Adepticon in 2014, with the specific goal of competiting in the Team Tournament.
UPDATED DESIGN
The first of our minis. A Void Dragon Eldar Corsair Guardian painted by Schlemazal.
Right now, most of our discussion has been on theming and force composition. Team as of now:
Gothmog- Space Marines (Deathwatch)
Discordian- Tau
Schlemazal- Eldar (Void Dragon Corsairs)
Mesdoram- Eldar (Void Dragon Corsairs)

The theme idea is that the Tau and Deathwatch are attempting to steal/excavate some sort of Eldar Artifact or Webway portal and the Eldar are there to stop us.


While this is tentative as of now, it is more than likely this is the route we go.  The only codex we are waiting for now is the new Space Marine codex, which as you know, I look forward to with high hopes.

The cool thing about the Team Tournament is the allowance of Forge World characters, so I am potentially looking at Ahzra Redth from the Badab War book. This would make a force of all Infiltrating Space Marines, which I think is pretty representative of Death Watch, but we shall see what the new codex brings.

Adepticon. Bring it on!

Monday, June 10, 2013

What I'd Like To See: 6th Edition Codex Space Marines 2013

So Tau and Eldar have arrived and Apocalypse 2nd Edition is right around the corner, but looking past that I think is the most important codex of 6th Edition: Space Marines.


This codex right now is kinda defunct. It is decent and good for allies, but pure SM just isn't impressive. But from a sales, fluff and game balance perspective this is the most important army in 40k. They should be the benchmark to compare everything else to, be easy for beginners and still interesting to veterans.
Here is the short order list of what I'd like to see in the next iteration of Space Marines.


1- A Trait System- I honestly think the Chapter Tactics system right now is fine, the problem is that you HAVE to take the special characters. What I think would work better it for there to be a list of Chapter Tactics and a Space Marine Captain can pick from/purchase a Chapter Tactic off that list. Special Characters could still have the same and/or beefed up versions of what is on the list, btu you shouldn't be required to take the special character. I really think this would also help Captains ALOT. They are objectively one of the worst HQ in the game. Read more of my thoughts (albiet old thoughts) on Captains here.

2- Chapter Specific Warlord Traits- Maybe these are also unlocked by Chapter Tactics, but I think it would be more fun to have several tables that can be advantageous or fluffy for the different chapters. They like to introduce codex specific traits, but SM are so diverse. Maybe make each table less powerfull but only D3 choices to keep them from being too beneficial but make them semi reliable.

3- Sternguard Troops- I'd like to see a way to make Sternguard Troops rather than just scoring. Seeing as SW, GK and DA can have Terminator Troops, and BA can have Jump Infantry Troops, I think that this would be a decent choice for "Elite" feeling troops.


4- Cheaper Generic Terminators- Shave 5 to 10 points off generic Terminators. They just aren't a great choice in 6th, and without the ability to be Troops or be as flexible as a DA Deathwing squad, I think it is justifiable for them to be cheaper.

5- Land Speeder Storm as a Dedicated Transport- It is dumb that this is a fast attack and makes scouts take up two Force Org slots effectively. If it could transport a Space Marine combat squad, I could see it staying Fast Attack, but since it only does Scouts, it should be a Dedicated Transport.


6- Death Watch Kill Teams- I think people would enjoy these more and use them more than Legion of the Damned, especially as allies. Though this can kinda be done with Sternguard. It would just be cool and awesome to see IMO. Maybe a Watch Captain HQ choice, allows you to take Kill Team Troops. And maybe Librarians have a DW upgrade they could buy.


7- White Scars and Black Templars Supplement- Since we know they are doing Supplements, I feel that these two factions are the most divergent and best option for supplements. I, with alot of people, feel that BT aren't going to get another codex, but keeping them seperate with a supplement is a great option and might even make them a more popular choice. I also feel that the White Scars are worthy of a supplement from all perspectives: fluff and rules.

We've seen a Flying Land Raider, heaven forbid we see a walking one.
8- A SM specific fortification "big kit"- Maybe some sort of deep striking fortification. I don't really want to see an Uberwalker. SM have and use Dreadnoughts, and the only thing sized for non-apoc 40k that is an Imperial walker is a Knight, and SM dont' use those (an Ad Mech army would though). The only other thing I could see for their big kit is a Felblade, but FW is doing those for Horus Heresy, so we'll see. I also want some more fortifications in the game, and definately ones more fitting in with SM.

9- While this isn't a must (and I doubt anything like this would ever happen), some sort of Exarch-ish powers for Tactical Squad vet sergeants. Just something to make Tactical squads more fun and not so, well, bland.

I think this is doable, and if 2-3 of these hopes make it into the codex, I would be more than happy.

Monday, June 3, 2013

Rant: Scorpion's Claw and other (Eldar) AP2 weapons

So everyone is super excited about Striking Scorpions with their new toy: The Scorpions Claw. Why is this so awesome? Well if you haven't heard this is a Powerfist that ISN'T Unwieldy OR a Specialist Weapon, so that means it doubles S (so he can be S7 if you take crushing blow), strikes at initiative, gives +1 A when taken with a pistol or another CCW, and is AP2. It is the PERFECT WEAPON. If you take Striking Scorpions, you had better take this. Why then, am I ranting? Well, it is too good. They built no disadvantage into the weapon, except maybe cost BUT it would be worth 50 points, IMO.

BUT I am really ranting because on a higher level, not just that the claw is a little too close to being too good, I feel that GW has realised making all axes, including those in 5th ed codicies, initiative 1 really hurts close combat, and now they are releasing weapons to make up for that. And that is fine, the real issue is that they have specifically FAQ'd older codicies to NOT have these options- in particular Blood Angels. Specifically Dante and Astorath.

Sorry Dante, but your Axe Mortalis (yes, the Axe of DEATH) makes you too slow to have believably blocked that. Thus why the artist gave you a power sword and chain sword instead. Isn't that better?

I've spoken to this before-
My single most hated thing in Dark Angels and all of 40k
Rant: GW Hates Close Combat (Characters)

So now with Eldar, I bring it up again. Since those last posts, here is the list of all the @ Initiative AP2 weapons (meaning not unwieldy) NOT including Walkers and Monstrous Creatures.
Scorpion's Claw- x2S (Eldar)
Dire Sword- Soulrazer (Eldar)
Star Lance- S8, Impact, Lance (Eldar)
Executioner- +2S (Eldar)
Etherblades and Greater Etherblades (Daemons)
Gorechild (Kharn the Betrayer's Axe) (CSM)
Halberd of Caliban- +2S (Dark Angels)

EDIT: 
Fuegan's Fire Axe- AP1, Armourbane (Eldar)
Huskblades (Dark Eldar)- AND THEY EVEN REDACTED THIS IN AN FAQ


Being a Rastafarian apparently makes you fast... I thought the exact opposite would happen.
My guess is, given this trend, you will see an option popping up in each CC oriented codex from here on out. The only reason I think DE don't is they have such a prevalence of Poison (and did they come out at the end of 5th?). That is a pretty big list IMO, and it will only grow as they ensure the units that should be "Awesome" (and therefore cost $$$) stay "Awesome".

I really think GW has realised you can't realistically expect super awesome characters or units to perform so slowly and you need a reliable AP2 weapon in CC, considering how beat down CC is now in 6th already. It shouldn't be super common yes, but an option to apply sparingly. IMO they went a little overboard with Eldar, but I get it, they are trying to keep them FAST like Eldar should be, while delivering the first CC army of 6th edition. Overall that is what they are doing, but they are not retroactively applying the concept to old Codicies via FAQs and actually actively denied it in the last FAQ and I don't expect a new BA codex for at least 4-5 years.

The crappy thing is that the direct opposite approach to Eldar was taken with Dante and Astorath, and by extension sanguinary guard, whose model kit comes specifically with only 3 swords for 5 guys. It wouldn't be so bad if the kit came with 5 swords and then axes and powerfists as options, but as is you HAVE to build the kit with two I1 characters. And as for Dante and Astorath, the FAQ specifically gives them unwieldy axes, so they can't even be modeled with swords instead.

Good thing you are battling with your minds, his sword would tear your terminator armour up before you even could say "Die Xenos Scum" whereas with new Random Psychic Powers only for Eldar, you stand a high chance of beating him at a game of wits...
In an age of challenges this is even worse, because now you want to keep Dante and Astorath, two of the most impressive Close Combatants from a fluff perspective of ALL SPACE MARINES, the hell away from any of these squads. A Striking Scorpion Exarch can outright kill them before they even get to swing. And don't say it is because Eldar are so fast and Space Marines are inherently slower. Dante's unmodified I is 6. Astorath is 5. THEY ARE FAST. And you pay for that stat too. They are 225 and 220 points respectively. Sure they have other benefits, but their intended use when the codex was written was to wipe the board with anyone they fought. And at least when all AP2 weapons were I1 at the start of 6th ed, this was still true, but as the game is developing, ever codex invalidates these characters MORE AND MORE as units are made that can not only beat their armour, but can do it before they can be touched.

Please GW, REVISE YOUR FAQ! In fact, expect an email from me asking when you are going to do so, because it honestly MAKES NO SENSE that you made the decision you did and gimped these powerhouses into oblivion.

Infiltrate Rules and Eldar – Discordian


So a lot of people are talking about the new Eldar codex. Two of the standouts are Karandras and this pathfinder sniper. Both of them have their only own little purposes and rules, but they both have infiltrate.

That last part is the problem; a lot of people are already talking about infiltrating any unit with them, not just other infiltrators. The problem is you can’t attach an independent character with infiltrate to a unit without it and infiltrate them.

The infiltrate rules says the following:

Page 38, first paragraph of infiltrate
“Units that contain at least one model with this special rule are deployed last,…..”
Page 38, fifth paragraph of infiltrate
“An Independent character without the Infiltrate special rule cannont join….”

This is usually the point that people stop reading and go like hey “well it doesn't say anything about attaching a character with infiltrate to a unit so that means it should okay, covered by the first paragraph right?” Fortunately it’s not.

In order to clean this up we have to jump to independent character rules:

Page 39, first paragraph under “Joining and leaving a Unit”
“An Independent character can being the game already with a unit, either by being deployed in  unit coherency with it or in reserve, by informing your opponent which it has joined.”

What we have here is a classic “cart before the horse” situation. In order for you to infiltrate a UNIT must have one or more the models with his special rule. An Independent character can’t be a part of the UNIT until it deploys, since you can't attach beforehand his infiltrate rule can’t carry over to the UNIT until it’s too late to declare infiltrators. The only place you can attach independent characters to unit not on the table is in reserve and infiltrating is not a form of reserve.




The first part of infiltrate is not trying to suggest, as much as many people want it too, you can attach an independent character to a unit and infiltrate it. This was put in to allow units like Shadowsun with just her drones to work, nothing more.

So short story, only infiltrators or units with character like upgrades can infiltrate. You can’t attach infiltrating Independent Characters to non-infiltrating units and go boo.

….Unless GW plans to Errata/FAQ anything.

Apocalypse Second Edition: Khorne Lord of Battle and Necron Super Monoliths (PIC/SNEAK PEEK)

Hot on the heels of Eldar, a friend (Mesdoram) found this little jewel floating around the Internet. Apparently the next edition of Apocalypse is coming soon! And apparently that means LARGE KITS! Rooted in fluff at that- this appears to be a Khorne Lord of Battle:

Don't believe me. Here is the original from Epic 40k
I think I like the bull head more TBH
I wish though they'd remake these models for Specialist Games as well, but a new edition of Apocalypse is equally awesome! I just hope that other kits are a little more appealing. And maybe a plastic warhound? If they are building things as big as this and the Wraithknight, why not produce a plastic Warhound Titan? And I hope they keep with remaking battle engines already in the fluff, instead of making up new random stuff. That often is disastrous from a design perspective. Stormraven anyone?

EDIT-
Monoliths mentioned in Comments
I wonder if they are the same and the one on the right opens to be the one on the left