Wednesday, September 26, 2018

Allies of Inconvenience- Podcast now on iTunes, Spotify, Google Play and Stitcher!

HEY YOU! You should totally check out our Podcast, Allies of Inconvenience. See that cool logo? Get the not so subtle reference in our title? Yes? To Both! Then what are you waiting for, we are now on iTunes, Spotify, Google Play and Stitcher! There is NO REASON you can't listen to us, because every major option is there!
Listen/Subscribe on iTunes Listen/Subscribe on SpotifyListen/Subscribe on Google PlayListen/Subscribe on Stitcher

We try to keep each episode between an hour and 90 minutes, cover our hobby progress and 2-3 different current hobby subjects or fluff discussions, with plenty of humour in between! And we are ad free! So what are you waiting for? Check us out! Oh, and if you enjoy, please give a Review!

Tuesday, September 25, 2018

Fallen Mistake - A Dead-end Thought Exercise




Discordian here. So when I'm not trying to re-purpose my Fantasy models for my Dark Eldar, I also have a Grey Knight Army. And every once and awhile I try and think of new interesting ways to make them interesting again.

So here is my latest attempt of convincing myself to buy new models.

Fallen exist....


They have the interesting distinction of being the only Chaos/Imperial units. They've got one cool character named Cypher, who's a model I own because he's cool. And I was like "Hey maybe they can add something to my GK".
I even thought of a good base for converted Fallen Dudes
definitely lose the heads

But Woof..... those rules. And I thought Gk had it bad. I'm fairly sure they're only two units in the faction, Cypher and Stern-guard without special ammunition. Which I guess isn't terrible if you plan to play them with Chaos, you know that book they come in. But even then, you start realize they aren't even good there.

They cant ride in transports and they can't use any stratagems. The only special rule rule they have is re-roll ones-to-hit if they don't move.

You know that thing EVERYONE has

They do have a special morale thing, for you know those common cases you're playing someone that can't kill a small number of power armor dudes. And Cypher is a character with a re-roll 1s aura... that thing they already have....

It's at this point I realized they lost the whole infiltrating thing and that what I'm looking at is a faction of 5th edition CSM.....

I'm not saying a bunch of Powered Armoured marines in cover shooting special weapons is a bad thing, I'm just saying I'm better off using any other Imperial Power Armoured marines.

So now I return the beginning of my thought exercise.

Fallen exist..... And I thought I should share that with you.....

Friday, September 14, 2018

Hobby Progress: Prophets of Bark and the Spooky Bunch, Part 3


Hello.

Recently I went to NOVA 2018. And I used it as motivation to complete an army I've been working on for quite some time.

This Army.

This whole army started because I liked Mandrakes. So everything is themed around that, so stayed with spooky things.

AOS Tree Revenants as Wracks & Haemonculus
Archon

As a add-on I wanted to use some Silent Shroud Harlequins, because you know scary stuff.
Had a few Razorwings laying around 
Sticks out for now, but I plan to replace it 
with the next High Elf Skycutter I see

One of the last things I worked on was finishing my Skyweavers, but not the 6 actual ones I already had partially painted.
These Guys

The very last thing I worked on was a small Eldar detachment for much larger NOVA events.
Deer-Locks
Wraith-seer was a old Project, 
but I gave him some blue to help him fit in
I'm not sure where I'll go from here with this army. It filled out pretty nicely, and I've done pretty good of exhausting GWs mandrake-like and bird selection. But maybe one day GW will revisit actual Wood Elves and give me something else to work with.

If you want to see more of this army and what ended up happening at NOVA, the below links will take you there.

PART 1
PART 2
NOVA RECAP

Thursday, September 13, 2018

Allies of Inconvenience: Episode 13- NOVA Narrative Recap and Changing the 2018 Meta


This Episode the Evan "Gothmog" and Chris "Discordian" recap their excellent experience attending NOVA and playing in the Narrative event for 40k, Evan with his BA Dreadnoughts and Chris with his Dark Eldar spooky bunch. After that we launch into talking about the meta, what it is and where we would like to see it go!

Also, here is a link to the KHARN we talk about!



00:00 Intro
04:16 Hobby Progress
26:30 NOVA Narrative Recap
53:09 The Meta and What to Change
Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
Clip 1 - The Wrath of Khan
Clip 2 - Zeonic Front
Clip 3 - Blade Runner

Wednesday, September 12, 2018

5 things to Change in 8th Edition

So another big event happened. Another round of contemplation. Another list of things that could change.... That probably wont.....

1. Auras Still Suck
There needs to be less auras abilities and more targeted abilities. I.E. instead of one lieutenant giving everything with 6" re-roll 1s, have him have a fixed number of units per turn he can apply it to. More expensive characters can have more targets.
Image result for 40k aura
SHOOT EVERYTHING BETTER

Having flat auras lowers the power ceiling and screws up scaling. One character next to one unit isn't a big deal, one character next to 5 units makes a firing-squad with very little investment.

2. Command Points and Soup Still a Problem
Guard battalions are the biggest offenders here, but CPs/Soup in general need to be curbed somehow.

The easiest thing I can think of without screwing to much up, is to give the battle-forged bonus (also maybe increasing it) only to Armies that have at least 2 matching faction keywords.

Also CP regeneration needs to have limits, definitely no stacking multiple abilities.

Other possible limiting factors could be you HAVE to share the same faction keyword as the detachment you want to spend the CP on. This way you could have something like Cadians spending CP across multiple Cadian detachments, but not on their Allied Blood Angels.

3. Planes
Need to be harder to kill. I'm saying this fully understanding that it will make my arch nemesis the Fire-Raptor better. But I think a leaf on the wind should be harder to hit than a Eldar Pathfinder in tree-camo hiding in a open field.

Image result for monty python how not to be seen
Grunt "Captain that bush shot us"
Captain "There's nothing there, must be your imagination"
Grunt "Bob is Dead!"
Captain "It looks like a mystery is a foot!"

All planes, save Alaitoc Hemlocks, are way to easy to kill. And I think to the thing to do is to change "Hard to Hit" to -2 to hit, but make it so 6s always hit.

A crazy thought would be to change that to only apply to planes without hover, but I would hate to be actually murdered by any fire-raptors that take offense to that.....

Image result for warthog plane meme

4. First Blood
This needs to become first strike in the rule book. The game is already so Alpha-strike oriented, we essentially reward people a secondary objective for winning the roll off to see who goes first. It is crap.

First Strike is a point so long as you kill something 1st turn- this gives both players a chance to score it. Several tournament systems have already moved towards this.

Alternatively, you could do First Blood/Last Blood- a point for the First AND Last thing killed in the game. This gives the second player a distinct advantage at the end of a game to counter the 1st turn advantage their opponent had.

5. Deepstrike
I really like the changes to reserves the "BIG" Faq made. The turn 1 only being able to arrive in your own deployment zone, overnight changed the game so that you can't both shoot and punch the table turn one (usually).
Image result for Shining spears

And it also meant that everyone wasn't burning a ton of time in deployment trying to fence off areas.

But I do think it needs to be revisited. 40k is still primarily a shooting game, and the "BIG" didn't do anything to address that with alpha striking. I don't expect them to change that really, but I think reserve rules could be lacked a little bit to account for it.

Change it again. To only being able to deploy in your table half turn 1, or at most just not your opponents deployment zone. Brings back some pressure, just not too much.