Showing posts with label Warhammer 40k. Show all posts
Showing posts with label Warhammer 40k. Show all posts

Friday, September 16, 2022

Let's Talk: About Not Supporting Spikey Bits

 

Random Warhammer 40k picture because I felt like it
 

Welcome back to Let’s Talk and we’re going in a different direction today. I’m going to stir up some drama and offer some commentary. In order to defend myself against frivolous legal action, I’m going to preface this by saying that I’m showing an opinion, a response, and then my own opinions and commentary. I would suggest you do your own research before making your own decision about who to support and what actions you want to take.

First off, I’m a member of the Reaper Forums and stumbled across a thread about supporting Spikey Bits subscription boxes. One user offered the following in a post:

A lot of sketchy things that he does. A lot of his revenue is from traffic so he does a LOT of clickbait titles (another name for him is Spikey Baits), he does a lot of deliberately misleading writing, and he's actually stolen other sites' photos and articles, not to mention taking someone's breaking news and claiming claiming it as their own. I have even heard of a story about him stealing someone's pics and then threatening the original creator with lawyers just because they asked for them to be removed. Rob Baer is a greasy character all around, and one that I make sure I don't support in any way.

Which was then followed by this response from the guy behind Spikey Bits:

Hi (user), I appreciate your opinion about the site and myself, but I will caution you about making false and accusatory statements about my character and our business practices on a public forum without any proof or support.

Regarding the accusations you have published, we had put out our statement explaining the truth behind them, which, unfortunately, isn't as exciting as you make it out to be. With a daily readership of 30-40,000 users just on the site alone, we have arguably the largest reach across all platforms in tabletop wargaming.

That's bound to ruffle a few feathers such as yours, so I welcome you to read the actual truth behind the things you said above to help clear up any confusion in the future.

You can find the article at this URL: https://spikeybits.com/does-spikey-bits-steal-content

Thank You

Rob Baer

Founder & Managing Editor www.spikeybits.com

Co-Founder: Long War TV

Member of GAMA

I’d like to point out that he made an account to make this post. Under his real name.

Okay, so, yeah, that was a thing. I’m no lawyer, but making a legal threat like that, valid or not, could be killed with an Anti-SLAPP counter suit. I’m not going to explain what that is, but I encourage you to look it up, as it’s a useful thing to know about. The only edit made to the post was the removal of the user’s name, and some for formatting.

Now, personally, speaking for myself, this reaction makes me NOT want to support this person or their company. In my opinion, to react in such a vehement manner to A SINGLE POST shows that he has a very thin skin. And there was a delay of over nine months between the original post and his response. Also, in my opinion, reacting like this shows that there’s probably more than a little truth to the accusations. Now, I can’t prove it, nor am I trying to, as I’m offering an opinion on what was said, based solely what was said. It’s very slimy to react like this, in a public manner, to a single post. Threatening legal action is never okay, especially since about half of what was said looks like an opinion and rumor. When it comes to the accusation about the picture thing, that’s the only thing that seems a little slanderous, but hey, feel free to take people to court. I’m sure that if you’re right, you’ll prevail, right? Excuse me, my eyes rolled back a little too far from that one.

Threatening legal action over a single post is not something you want to do. It’s not a good look. It could be that there were other posts that were removed, but I don’t know. It doesn’t look like it, but I can’t say for sure.

Now, in the past, I’ve bought some bits from them, back when I played 40k. But I stopped playing for a lot of reasons. And I have no intention of returning to it because of Games Workshop’s litigious habits, in addition to many other problems I have with the company. Threatening to sue, or actually suing someone, is a good way to lose my business. Of course, since I’ve been away from GW and 40k, I haven’t read any of the articles (at least that I know) from Spikey Bits, but I sure as shit won’t be now.

To sum things up: Fuck you, Rob. Fuck your shitty website. Fuck your attitude. Fuck your little defensive blog post. And fuck your threats. That’s my OPINION of you. Based on one post. That’s enough to sour me on you. So, again, fuck you and the horse you rode in on.

Friday, April 1, 2022

Painted Minis, Part Four: Return of Warhammer 40,000

 That's right, we're doing something related to Warhammer 40,000. While I no longer play the game, I do still have a pile of minis laying around. Some of these were painted years ago and some were painted not too long ago. These are some of my Chaos Space Marines, one of the two armies I have. Of course, as they're not based on the warbands in the books, I do have some canon in my head about them. I'll share that if I ever return to anything related to Warhammer 40k... But let's get on to the pictures.

First up, we have the some renegade Space Marines. As I'm sure you'll notice, they're just Assault On Black Reach marines that have been slightly modified using some CSM vehicle sprue bits. I hope you'll figure out what Chaos God they're slowly starting to worship...







Next up, we have some test models I've been working out for my Slaansh Marines. I've only finished a handful as painting that color up from black has been killing my will to live. I also need to paint up all the shoulder pads and backpacks and the mere though of that fills with a dread beyond words...








 

Finally, we have a modified AoBR Dreadnought that has been converted to Chaos, again using the CSM vehicle sprue. The paint scheme is for my Tzeentch marines. I don't know when I'll get to them but I really like the colors I chose for them. And, yes, I know that Chaos calls Dreadnoughts something else. This is me giving a fuck.



And that's all for now. We'll see when I end up with more to show off...


Sunday, March 1, 2020

In The Grim Darkness...



Many years ago, I started playing Warhammer 40,000 with a group of friends. It was at the tail end of 4th edition, so we were perfectly timed to get into 5th when it was released. We played some games, bought some minis, and ended up starting this blog. After some things went down, I quit playing.

When I quit, 6th edition was just coming out. I was interested in picking it up, even bought the codexes I needed for my Chaos Marines and Imperial Guard (no, I won't be calling them by that dumb new name), but didn't really need or want the new starter set. I had another friend who wanted to get me to play again and I asked him about it. It was because 7th edition was coming out. Two years after 6th. That's insane. I said no. Not only did it seem like they had screwed up badly in 6th (thus requiring 7th), the prices of models were increasing. And not just the new ones. The same models they'd be producing for years, over a decade in a handful of cases, were starting to double in price. Plus, every time a codex came out, the units you really wanted to have were of course all the new ones. I do understand why they do this but, it leaves a bad taste in my mouth. The last thing that really got under my skin was the whole Finecast debacle. I supported the idea of switching to resin. However, the quality control was ridiculously poor when it first came out. I know some people were really tried of the game timeline never advancing, which I can kind of understand. I'm not too upset about it but, I really wanted to get in on some kind of big event like the Third Armageddon War or the 13th Black Crusade. But, if they weren't going to advance the setting...



So, I quit. I sold my Orks. I hadn't touched one of their minis in years. I pretty much gave up on most of the other games I was playing at the time, too. As you might have noticed, I did dabble in some other games and projects, but nothing serious.

A few weeks ago, I was going through some things and found the five Dark Angels that came with my paint set I bought before I quit. I'd thought about converting them to Chaos (like I did with my Assault of Black Reach guys) or keeping them and getting a few more to create a small force for my Inquisition force. But, since it had been several years, I decided to give them to a friend of mine who had his birthday. I knew he liked the lore and stuff from Warhammer, so I thought he might like them.
If you give a mouse a cookie... Or, a nerd some Warhammer minis...



We got to talking about the game and setting and all that good stuff, and I realized that I missed playing the game. I missed playing minis games. I've never been particularly good at them, just look at the battle reports I've got here, but I like playing them. I also missed painting, even though I'm not good at that, either. It's just something I find relaxing and get a sense of accomplishment when I finish.

That conversation ended which me saying “Well, if you really want to play, I do have a couple of armies and all the stuff for 5th edition.” I then texted the friend who had tried to get me to play a few years ago and talked with him. He wasn't playing 40k proper but, still had all of his stuff. More conversations and now it looks like I might be playing it again. For right now, we're talking about playing 5th because I have the stuff for it. I also picked up a few codexes, as 5th edition books are dirt cheap right now. I might also end up playing an Apocalypse game, which I've always wanted to do after picking up the books. 



When if comes to 8th edition, I've been doing some research. I'm very wary of starting up again. Not only because of the cost, but I've been burned by Games Workshop more than once. However, it looks like GW has changed. Time has moved forward. They're not trying to wring you dry (but it's still expensive), they seem to be trying to prevent doing 9th edition, and the game looks fun. I've watched a ton of battle reports online and I've figured out most of the basic rules and stuff from those. I can still use my old stuff, so I wouldn't have to spend too much. Will I pick up 8th? I don't know. I really don't know yet. What I am doing is getting my Chaos Marines finally painted and ready to go. I did discover that some of my paints had dried out, so I'll be spending a little bit of money.

Everything else? I guess you can watch this space...

Monday, December 15, 2014

2014 review and 2015 preview

Ah, the end of another year... And I am glad to see it come. This year has been one of drama and problems and was just not good. But, I'm not here to talk about my drama, I'm here to walk about games!



Kickstarter:
This year was a bad Kickstarter year for me. I thought I was going to be moving this past summer, so I didn't invest in several good games that came up because I didn't want to have to deal with changing my address at the last minute and I didn't want to have things shipped to my mother's address.

That said, I've got one Kickstarter I've been waiting on for over a year now and it's leaving a bad taste in my mouth.
That said, I've funded a few projects, as shown from the brief posts about them.



Wargaming:
With the drama between Pano and myself, followed by the closing of his game store, I haven't done any wargaming in a long, long while. I haven't painted anything, only primed three minis, and have tons of half-finished projects laying around. But, let's start on the games.

SpineSpur:
Oh, SpineSpur. How I have missed you so! I haven't played since the last battle report in January. I love playing this game but it's so hard to get games in. Since no one seems to play it, but you can't just show up at a store with a force and play, like Warmachine, Infinity, or Warhammer. No, for me, I have to get in touch with the two people I've taught how to play and figure out the when/where/how of getting a game together. Not fun. But, I'm going to work on changing that. 2015 shall be the Year of SpineSpur! I'll be working on recruiting new players, be finishing out my queue of minis, and starting a new series of articles: The Streets of SpineSpur! More coming on that soon.

Road Kill:
Not that long ago, I wrote up a 'Let's Review' of this game. Now, I'll be doing a series of articles repairing and expanding the game. Hopefully, I'll be able to sucker a friend in to playing a game or two with me. I'll also be painting models for this game and posting them up here.

Warhammer 40,000:
I know what you're thinking. Why am I writing about Warhammer after saying I'm done with it? Well, Jay and I have discussed playing some Zone Mortalis games. Since I already own a ton of minis for the game, there's not much I need to update to play. I have the most recent Chaos Space Marine codex (I bought it from Remi when we were still friends) and I just acquired the new Imperial Guard codex. All I need to do is buy a copy of Dark Vengeance, which I'll be doing on eBay, and I'll be ready to roll. I'm not buy any new minis (except what I'll get from the DV set), I'm just going to play with what I have already.
Also, my issue with Warhammer has more to do with GW's business decisions than the game itself. The game is fun, but it just happens to be owned by some real jerks.

Malifaux:
One of these days, I'm going to finish up these minis and actually play this game. That day, however, may be very far off...



Card Games:
Not much going on here. With the WoW TCG now dead, I don't play a single 'active' card game. While that might seem sad to some of you, it does save me quite a bit of money. And while the WoW game is dead, I've picked up quite a few lots on eBay for dirt cheap. Which is about the only good thing to come out of the cancellation. I wouldn't mind picking up a new card game, but I am yet to see one that appeals to me in the slightest.



RPGs:
Due to the collapse of my gaming group last year, I haven't done any gaming in so long. Since I'm not playing RPGs, I'm not really buying them or paying too much attention to them. Lately, I've just been buying things I missed the first time around. 

 

Articles:
As I'm sure you may have noticed, I've been adding some articles to this blog. My goal has been to expand the scope of this thing and I figured this was the easiest way to do it. As anyone who has looked over the early entries has noticed, this blog was formed to talk about Warhammer 40k. Since the other contributors have left and I'm (mostly) out of the 40k game, I've been trying to generate content here.

Blast from the past:
This is one of my favorite articles to write. I have so many old RPGs laying around that never got any love. It's nice to dig them out, look them over, and just talk about was (or never was). If you look over the list of games page at the top of the blog, you'll see that I have a lot of ground to cover before this series comes to a close. For right now, I'm trying to put out one of these a month. This series will also include settings for old systems as well. If you have a game you'd like to see written about, leave a comment and I'll add it to the list. Right now, Hunter: the Reckoning, Teenagers From Outer Space, and Big Eyes, Small Mouth are being worked one. Stay tuned for those.

Gone But Not Forgotten:
This is new series for me and it will probably be on of the shortest ones, as I don't play a lot of collectible games anymore. For right now, there's only two more games for me to review: Doomtown (which will be rolled in a larger series of articles about the Deadlands settings) and the Axis & Allies minis game. I might buy some starter sets of older games, provided they're cheap and unique. If you have suggestions, feel free to let me know.

Let's Review:
This is a fun one for me. I don't have a huge list of things for this one. Yet. As I get things from Kickstarter, I'll be adding them to this series. It's also a chance to talk about games I love that you can still buy and are still supported. This should be a long-running series, if random in updates.

How-To:
I had originally intended to do more How-To articles from the beginning of the blog, as well as getting the other founding members involved in writing some, but no one wanted to. So, since I live in the 90's and don't have a smartphone nor a digital camera, trying to do How-To things without pictures proved to be too much of a drag to do. However, I would like to share more things I've discovered, so I'll be doing some of these this upcoming year. I hope.

Others:
I have a few other articles planned for this year. I've mentioned a few already but there might be others coming as well.

In addition to all this, I'll be posting battle reports, painted minis, and everything else. Stay tuned!

Tuesday, November 4, 2014

Giving Up On GamesWorkshop



About seven years ago, I started reading the Warhammer 40,000 novels. Starting with the classic gateway drug of 40k fiction, Eisenhorn, I quickly started Gaunt's Ghosts and wanted to play the Imperial Guard. I liked the idea of normal people facing the horrors of the Warp, the brutality of the foul Orks, the machinations of the enigmatic Eldar, and surviving the hordes of Tyranids. I was drawn to these stories and, of course, I wanted to get in on the action.

I had surplus funds and quickly bought the 4th edition hardback rulebook, the Imperial Guard codex, and a IG battleforce box. I started putting together the minis and tried to rope my friends (the original co-contributors here) in to playing. Being foolish with money, I soon bought Chaos Space Marines to provide a force I could let others try out the game. Soon enough, we figured out that the Assault on Black Reach set was a sweetheart deal and I kept splitting it with people and had a pile of Orks. (Which, thanks to the price increases, I can sell used at a profit.)

Soon enough, I was painting, playing, and having fun with my friends. I was getting more and more in to the hobby, planning events, creating terrain, and losing... A lot. But, I was still having fun. We all were. I also had the idea for the blog and tried to get the others involved. Then, we all got busy, games happened less and less, and I got tired of being the driving force behind getting games together. In time, we pretty much quit playing. I quit painting and just about everything about the game except the books.

All the while, I knew the game was expensive. That was fine, Gamesworkshop makes a quality product. The minis are usually well made, the books always well done with fantastic art, and paints are some of the best quality out there. But, I started noticing 'codex creep' and how every year, the prices of things increased. Then, they started releasing codexes and editions faster and faster. While I agreed, to a degree, with the lawsuit against Chapterhouse, I soon began to see more and more frivolous lawsuits.

I don't know if there was one particular moment when I gave up on GW. It was a slow process, over the course of years. One of the turning points for me was the release of the 5th edition Imperial Guard codex. I loved what they did with the army in the book... But, then they cut down the troop box for Guardsmen. Originally, you could get 20 Guardsmen in a box, which was great, because you needed that many for one of the two required Troop choices. With the new codex release, they got rid of the 20 man box and introduced a 10 man box. For about the same price. They also use to have an 'Armored Fist' box which came with 10 Guardsmen and a Chimera. Given that that edition was much more vehicle friendly, this would have been a great product for new players. But, it never returned to shelves. I can't begrudge a company for wanting to make money, it's their goal. That said, it has become more and more obvious that GW no longer cared about providing a quality environment for players while making money.

I know this may be late for many people who have already turned their backs on GW. That's fine. I wanted to express my own feelings, without lashing out in anger. I've taken time to think about why I don't want to play anymore. I'd rather be late but more balanced about the topic.

So, GW has started to increase prices. Then, they start going after people who sell their products below market price. Excuse me, GW, but you've made your money off of the sale. If someone wants to sell it below what you're selling it at, that's up to them. I've never ordered directly from GW. I always bought from a local store. As I once told them: I'd rather give some of my money to the people in my area then all of it to them. But, GW continues to cause problems. They allow stores to sell their products, make a market in the area, then they open an official store that only sells their product. I don't know if any of you remember, but about 15 years ago, there were Wizards of the Coast stores. And you know what the first thing I ever bought in one of their stores? My first copy of All Flesh Must Be Eaten. Not something made by them. Of course, they dropped other companies' products before the stores went under, but for a time, they weren't as evil an empire as GW.

There are so many issues with what GW has done and continues to do. They got rid of supported tourneys. They've made White Dwarf in to nothing but an ad for their products, not even bothering to be subtle about it. I've heard stories of GW store employees asking people to leave if they mention a game made by another companies or using models made by another company. It's disgusting. To top it off, they made it so you couldn't order a product from a third-party store using a 'cart' online, nor could they ship products outside their 'zone'. It makes no sense. Some people say that GW is afraid of the internet or is stuck in the 90's. I don't think so. I see it more that they're trying to make as much money as possible without regard to their public image. Perhaps they believe that the players will keep coming as they're the biggest game in town. I also think that they know that the rest of the world, people who don't play games, they're not going to pay attention to this kind of thing. If this was any other kind of company, one with a bigger image, there would be public protests and all sorts of things. But, while nerds are becoming more and more out there in the eyes of the Western World, most people could care less about 'little plastic space men'.

I think the final nail in the coffin for GW is their new focus: new players. I understand why they're focusing on new players. To start the game, there's a massive initial investment in this game (or any game for that matter). People who have been playing longer need less. Maybe a new unit here and there and usually things like paints and glue. But, those aren't making as much money for a company as someone who walks in, buys a codex, the core book, and a battleforce. That's hundreds of dollars (or pounds, for our friends across the pond) all in one sale. Then, they'll be back for the paints, glue, tools, and basing supplies. I can see why a company would focus on those new players. They make more money. Some people complain about the updates of codexes and editions, but it makes sense to provide a way to make money from older players as well as providing a means to allow the game to evolve.
The major thing about focusing on new players, to the near-exclusion, of older players is that it's not sustainable in the long term. If you don't keep some people around, keep them engaged and happy, you will eventually reach a point in which there are no more new players to be had. Sure, you've made hefty short-term profits, but you'll end up with dropping profits later on.

Let me put it in context: When I picked up Spinespur, I bought a rulebook and perhaps a dozen models. As I started playing more and more, I bought more and more minis. I also bought more copies of the book (one was a gift for a friend and another was to semi-replace my abused copy I had bought originally). I put up money for the Kickstarter and then bought more minis because of that. But, I haven't bought minis in over a year now. I have no more need to. So, there's not much I can do to support Comfy Chair Games. Not directly, at least. But, since I love the game and think CCG is good people, I can do something: I can talk about their products, I can get others in to the game, and I keep an eye out for their products that I want to pick up.

And that's the difference for me when it comes to GW: I don't want to support them because I can't agree with their way of doing business anymore. I'll paint the minis I bought, I might buy novels from time to time, but I'm not going to spend another dime of my money on any new models, rulebooks, or anything else to play the game. I may buy used, but that's it. I'll give my money to companies that try to create a community based on respect, not greed.
In time, I see Gamesworkshop trying to encourage older players to come back in to the fold. The question is, will any of them be willing to come back?


Sunday, May 6, 2012

Chaos Rumors



Hello, readers! I stumbled across the following rumors a few days ago, and thought I’d share them, as well as offer my thoughts on them. As with all rumors, they must be taken with a grain of salt…

“The Chaos Space Marine codex is the only 40k codex for this year. It is not going to be divided into two codexes or anything special. This is not the return 3.5 codex everyone has been wanting [,] this is more a clean up than anything else.
With that said let us get started.

-Troops choices will be Chaos Space Marines and Cultists
-All Cult Marines are Elites
-No new Special Characters
-Special Characters will unlock Cult Marines as troops (Kharn for Berserkers and so on)
-Typhus makes Cultists into Zombies
-Chaos Dreadnaught is removed and replaced with a new unit (like how pariahs were replaced with Lychguard)
-CSM now get a Flyer a Mechanical Chaos Dragon (model is done will be part of initial release)
-Lesser and Greater Demons are gone
-Spawn replaced by ‘Fell Beast’
-Rules for Traitor Guard are in!”


Having taken a deep breath, I’m going to discuss each rumor one by one, trying not to suffer an attack of nerd rage:

-CSM and Cultists for troops:
I see nothing wrong with this. I’ve been disappointed about the lack of cultists since I started playing Chaos, so this is something I hope is true. I imagine Cultists will be like grots for this army, used to hold objectives and screen your armored, warped killing machines. I would wager that Cultists will have stats like Conscripts, but get a bonus to stats depending on the icon they carry, or the mark the ‘general’ is carrying.

-Cult troops as elites:
This is a bit of a throw-back, which is mildly disappointing. I feel bad for people who have made whole armies based on Cult troops, but combined with the other rumors, this won’t hurt them too much. I just hope there’s improvements to some of the units.

-No more special characters:
This is a total bummer, and I’m going to distrust this one. I was hoping there would be some characters for Iron Warriors, Night Lords, Alpha Legion, and maybe the return of Cypher. It makes sense they would cap the special characters, because they’re not going to sell a ton of them, and having too many of them makes it harder to sell the army.

-Characters unlocking Cult troops:
This makes total sense when we see that Cult troops will be elites. I imagine lords with marks will be able to take one unit of Cult troops, while characters will allow no limit on them. When you get right down to it, there’s been almost no reason to take characters as HQ choices, because they offer very little. I hope Abbadon makes Terminators troops as well. The question that comes to my mind is: will Lucius or Fabius make Noise Marines troops? I guess we’ll find out this summer. Typhus making Cultists into zombies is pretty freaking sweet.

-Dreadnaught is out:
I’m going to call bullshit on this one. Is it possible? Yes, it very well could be true. But, I have trouble believing it is. There’s really no reason for it. Dreads are an established part of the fluff and robbing us of them is pretty lame. I also have a personal stake in this, as I converted an AoBR Dread to Chaos. It looks nice, but I haven’t had much reason to use it.

-Flying dragon… Thing:
Okay. I don’t know what to make of this one. It wouldn’t surprise me if this turns out to be spot-on. The only thing I would want is that it be something like a Stormraven or Valkyrie, a flying transport. I don’t like being limited to use rhinos and Land Raiders.

-No more Daemons:
I think this one has been running around since the release of the last codex, with a spike after the Daemons codex. Again, hoping this isn’t true, but won’t be surprised if it is. I suppose my Daemonettes will become Cultists…

-No more Spawn:
My question is this: Why? Why remove or change this unit? Doesn’t make a lot of sense to me. It doesn’t affect me at all, it’s just odd.

-Traitor Guard:
This could be cool, but I wonder why they want to do this. It’s either going to be conversion heavy or they’ll have to limit the amount of this unit. If this unit does appear and is worth picking up, I’ll gladly use them. This is could also be something like Scouts that loyalist marine armies have.

I don’t want to come across as some terrible nerd, weeping Mtn. Dew-favored tears of rage. On the whole, if all of these rumors come to pass, I won’t be pissed off. This isn’t a case of “My Precious Army” being destroyed. In fact, Chaos Marine players will come out ahead. Access to some low cost cannon fodder, special characters that actually do something, and a chance to bring their armies a bit closer to the fiction. Sure, I won’t be jumping for joy when they remove some of the units I have, rendering them useless. But, look back at the Imperial Guard codex: It was an amazing change that did more good than harm. I was personally screwed, because my Ogryns and Stormtroopers had been hit pretty hard, but I got combined squads, awesome characters and a ton of new units in the deal. We have to take the good with bad, I guess. And, be glad that Chaos is getting an update. On that note, I hope Tau are next on the update list.

Now, I’m going to discuss my own wishlist and fixes I would like to see. The following is all based on my own personal thoughts, and I’m not claiming to have an inside source in Games Workshop. If these pop up as rumors, feel free to link to this post and make the poster eat his/her words:

-Drop pods and etc:
As I mentioned above, the Chaos forces really lack from a variety of transports when compared to their loyalist cousins. When you turn rogue, do you just forget how to use a drop pod or Razorback? I think not. The codex even mentions a warband that uses drop pods! They don’t have to be drop pods, you can make them Dreadclaws if it helps you sleep at night.

-And They Shall Know No Fear:
Correct me if I’m wrong, but I thought the last codex had this for Chaos Marines. I don’t see why they don’t, but maybe it’s too powerful for the army. Not going to argue too much about this point, but I just wanted to dream for a bit.

-Power of Machine Spirit:
While I’m dreaming, let’s toss this in there. Well, maybe not. I like Possessed vehicles more that this, I think.

-Raptors:
I have a small unit of Raptors I use as a retinue/meat shield for my Sorcerer. I bring them along when I’m facing a unit with high mobility, like Tau, or limited mobility, like old Necrons and any non-mechanized army. They do a fair job of protecting my Sorcerer and hop around the battlefield like bats from Hell. The problem is that they’re over priced, and they have really crappy options. Drop the price to 15 points, let me take special weapons without losing my pistols, and maybe help out their deep strike, and you’ll have an awesome unit. I bet the weapon thing will be changed, and I hope the price will drop. I won’t hold my breath for anything else.

-Bikers:
Let’s face it, Chaos bikers are over priced and have some of the same problems as Raptors, with losing hand weapons to get special weapons. If they dropped to 25, or even 30 points, they would be so much more useful. With the models being expensive as well, I can only dream of using them.

-Possessed:
Oh, god. There’s so much wrong with Possessed Marines. No guns, only one close combat weapon, random abilities that get rolled AFTER deployment and costing 26 points a pop, they’re worthless. I think only Dreadnaughts are even more worthless, but I find more uses for them that my Possessed. I love the models, they look amazing when painted. There’s a bunch of different ways to help these guys out. The smallest one is to allow players to roll for the Daemonkin before they deploy, so you can take advantage of the Scout result if you get it. I would also give them bolt pistols, grenades and maybe Fleet. If you could drop the point cost, as to 20, it would also help them without having to change much else. If I could re-do the unit, I’d drop the points, give them the grenades and pistols, then let you buy the abilities you want. Maybe just one of them, maybe more. That would create a far more effective unit, having them fill gaps in the army.

Dare to dream, I know. I suppose we’ll all find out what will be in the codex this summer when it’s released. I know I’ll have a copy reserved down at the local game store. I just hope I don’t have an aneurism in the store while I read it…

To end on a happier note, I’m planning on having my Chaos Marine army fully painted by the time the codex drops. Just in time to buy and paint more!

Sunday, November 20, 2011

Research from the Black Library, The Horus Heresy

‘I was there,’ he would say afterwards, until afterwards became a time quite devoid of laughter. ‘I was there, the day Horus slew the Emperor.’

This is the opening line to Horus Rising by Dan Abnett, the first in the Horus Heresy series, telling the story of the founding and near destruction of the human Imperium in the grim darkness of the far future where there is only war and the galaxy is in flames and you can never find a parking spot and the toast always lands butter side down.

Despite the relentless "grimdark" of the setting, the Horus Heresy takes place in a very different time, a golden age of progress and rediscovery in which a united humankind led by the Emperor, looks outward and towards the future, conquering the galaxy in the name of the Imperial Truth. But of course things can't remain all smiles and happiness and after being betrayed and wounded nearly fatally by his favorite son Horus, is restricted to a near corpse like state encased in the life sustaining technology of the Golden Throne, the previous optimistic and rational outlook of humanity replaced by fear and ignorance.

The above is perhaps the briefest possible overview of the events that form this setting, but let us return to those opening lines: "I was there the day Horus slew the Emperor." This begins Horus Rising on a foreboding note, though it is quickly clear that this is a joke and reference to another emperor who seems to have deserved what he got.

Horus Rising is an excellent novel and the perfect start to this series, the first 4 novels: Horus Rising, False Gods, Galaxy in Flames, and Flight of the Eisenstien form a cohesive narrative that can and should be read in order. We are introduced to our characters at the height of their powers and innocence, we see Horus in all his original glory, powerful, honorable, and beloved by all, we see the relationship of Captain Garviel Loken and his brothers of the Luna Wolves at their best, even the notorious Abaddon (later known as The Despoiler) here is a character you would not mind getting drunk with, assuming Space Marines could get drunk of course.

But there is always a melancholy here, the seeds of the heresy are planted with skill, we see Horus' ego at work, his skill at political manipulation, and his resentment against his father The Emperor. We see Abaddon's nascent bloodlust and independence, we see the beginnings of the clashes between other legions. There is an atmosphere of inevitability to what we all know is coming that pervades the novels until events come to a head during Galaxy in Flames.

These novels are not really critically acclaimed due to the setting, but what we are reading here are tales of chivalry with a heavy dose of Christian and Egyptian symbology, though technically a science fiction series, these are really reminiscent of the tales of King Arthur's Court, with knights on epic and perhaps impossible quests, a golden age of civilization brought down by betrayal and treachery from those who should have been the closest of friends and loved ones, as well as by the very human failings of those in power.

The descent into rebellion is told in a very realistic (if that means anything in a universe where genetically modified superhumans kill aliens with chainsaws) manner, every step in Horus' fall is described and makes sense in the context given. Garviel Loken is a true knight, sticking to his beliefs and oaths of service to the Emperor even as his conflicting Oaths to Horus and his brothers attempt to draw him into the Heresy, and as all heroes in this style of story, he pays dearly for his loyalty.

These books have all been out for a couple years now and are fairly readily available in used form, I recommend them highly for both Warhammer 40K fans as well as anyone who likes a surprisingly traditional story of chivalry and doesn't mind it taking place in space.

Sunday, October 16, 2011

Night of the Living Damned

The following mission is based on some stories I heard about last year, where players played games against zombies. I can only blame myself for this.

Night of the Living Damned: A variant mission for Halloween


Set-Up:
Before the start of the game, players must decide who will be the Zombie Lord. The Zombie Lord (or ZL) will be in charge of the Zombie Hordes (see below), forgoing the use of a Survivor Unit (see below).

Terrain is set up by the players (note: not the ZL) normally, but once it is placed the ZL may place up to nine Explosive Barrels, two Shrine Markers and three Transports. These must be at least 12” away from any board edge.

The players then select their Survivor Units. These may be any non-vehicle unit chosen from anywhere in their codex, with a point total of no more than 200 points. Any restrictions on minimum or maximum model size are suspended, as well as any 0-1 or any other requirements/restrictions to use the units. Any unit that is normally required to take a transport or be held in reserve are ignored, as well as any rules that would allow the unit to Deep Strike or Infiltrate. Instead, these units gain the Scouts special rule. No Survivor Unit may be held in reserve.

Once the players have selected their units, they then pick which short table edge they will all deploy in. If there are any issues, they will vote, with the ZL casting a tiebreaker vote. The opposite short table edge is the Zombie Lord’s table edge.

Deployment:
The players may deploy their Survivor Units anywhere within 12” of their table edge, at least 6” away from any other Survivor Units. Once the players have deployed, the ZL may deploy one Zombie Horde for every Survivor Unit, plus one additional one that is placed in reserve. The Hordes must be placed at least 18” away from any Survivor Unit. If a Horde is unable to deploy, they are placed in reserve.

Once all units have been placed, the players roll off to see who gets the first turn. There is no Seize the Initiative, and the ZL always goes last.

Mission Special Rules:
ZL reserves:
If there is a Zombie Horde in reserve, it automatically arrives, with no roll required. It enters play from the Zombie Lord’s table edge. Only one Horde may arrive each turn, even if there is more than one in reserve.

Every Man For Himself!:
During the first turn, no Survivor Unit may shoot, assault or use any ability that would cause another Survivor Unit to take a wound or remove a model as a causality. Once the first turn is over, however, the players may shoot, assault and otherwise attack the other players freely. It is in fact encouraged. During the game, units may fire into assaults that do not contain friendly models. To do this, nominate the unit as normal. Having rolled to hit, you will need to determine which of the units engaged in the assault was actually hit. Roll another die for each hit. On a roll of 4+ means the shoot has hit the unit targeted. Any other result means the other unit has been hit, and the shots will be resolved against them. If a unit would normally be forced to fall back because of shooting causalities, the affect is ignored as the combatants have more important things to worry about! Units may not assault a unit that is already engaged in an assault, even if the assault contains no friendly models.

Turns are done normally, with each player going through their move/shoot/assault phases. However, assaults are only resolved during those players’ turns, not during any other player’s turns.

Any unit falling back falls back towards the players’ deployment zone. Once the unit reaches the board edge, it automatically rallies.

Special terrain/items:
Explosive Barrels:
During the shooting phase, a unit may target an explosive barrel. If the unit scores a hit from any attack, the barrel detonates, causing a Str: 5 AP: 4 hit to any model within a D6 inches of the barrel. The wounds must be allocated to the models in range. The barrel is then removed from the board.

Shrine Markers:
Any unit that is in base contact with a Shrine Marker can only be assaulted by a Zombie Horde if the unit passes a Leadership test. If the Horde fails, it may not assault this turn.

Transports:
Transports are really the remains of other transports that have been wrecked or abandoned by others who have fled the Zombie Hordes. They are the same as the vehicle modeled, but with -1 AV on all sides, and have no usable weapons. In addition, the vehicle has a chance of dying on the unit. However, the Survivor Units may cram in models that the vehicle was never designed to handle out of sheer desperation. Any model that is on a 40mm base counts as being two models for the sake of transport capacity. Example:
Wrecked Rhino – Tank/AV; F:10/S:9/R:9, 10 model capacity, 2 fire points.

Whenever a transport moves, it only moves a D6 inches. If a 1 is rolled, the transport suffers the Destroyed – Wrecked! Damage result.

The first player who’s unit reaches the Zombie Lord’s table edge wins the game. If all the Survivor Units die, the Zombie Lord wins.

Zombie Hordes:
WS: 2/BS: 2/S: 3/T: 3/W: 1/I: 3/A: 1/Ld: 5/Sv: 5+
Composition: 20 Zombies Unit Type: Infantry
Wargear: Flak Armor, Lasgun, Close-combat weapon

Special Rules:
Fearless, Feel No Pain, Slow and Purposeful/Relentless

I live again!:
After any models that take an unsaved wound or are otherwise removed as a causality that was caused by the Zombie Horde, roll a d6. On the roll of a 6, place another Zombie model in the horde. There is no limit to the size of a Zombie Horde.

I hunger:
Zombie Hordes must move towards the nearest enemy unit, and must try to assault an enemy unit whenever possible. They may choose to shoot or run in the shooting phase, however.

Without End:
Whenever a Zombie Horde is removed from play, place a new Zombie Horde in the Zombie Lord’s reserves. It enters play as if it were a new unit. These new units may only be 20 models, but may grow larger as above.

Monday, August 1, 2011

Factions

The following is for future campaigns, so we can group players in to different forces.

Two-sided Factions

Forces of Order:
Space Marines (all types)
Imperial Guard
Sisters of Battle
Forces of the Inquisition
Eldar
Tau

Forces of Disorder:
Chaos Space Marines
Chaos Daemons
Dark Eldar
Necrons
Tyranids
Orks

Three-sided Factions

Forces of the Imperium:
Space Marines (all types)
Imperial Guard
Sisters of Battle
Forces of the Inquisition

Forces of Xenos
:
Tau
Eldar
Orks
Dark Eldar*

Forces of Darkness:
Chaos Space Marines
Chaos Daemons
Necrons
Tyranids
Dark Eldar*

* Each Dark Eldar player may choose to be in the Forces of Xenos or in the Forces of Darkness.

Friday, July 22, 2011

Coppa Boyz: Round One Summary!

Welcome to our first tournament review! We have been trying to get together for a while, and one of our friends, Shade, had recently started playing Necrons. We thought this would be a good way to teach him the rules and get some games in. Sadly, Blabbadon wasn’t able to attend. Perhaps next time he can and we’ll have more games to play.

Army Lists:

Tau:
Our Tau player, Pano, brought three squads of Fire Warriors, two 6-mans and one ten man. He also brought a Crisis Team and a Crisis Suit Commander.

Nercons:
The newest player, Shade, wasn’t able to bring much. Two 11-man squads of Necron Warriors and two units of Scarab Swarms.

Chaos Space Marines:
Remi brought a small force this time around, 9-man Khorne Berserker squad, a 5-man Chaos Marine squad and a Chaos Lord.

Imperial Guard:
I’ve been trying to work on a horde list for my Guard, this is what I ended up with. An Infantry Platoon with five squads, with a commissar, plus command squad, and an armored Sentinel.

GAME ONE: TAU VERSUS IMPERIAL GUARD
I admit I was worried to take on Panoption’s blue little bastards. He’s a good player, and I have terrible luck. This time, it appears the tables were turned. I deployed a blob with my commissar, and put the Autocannon squads in cover. The command squad was tucked behind the blob, ready to issue orders. The Tau only deployed the two small Fire Warrior squads and hid them in some ruins. As the game progressed, the blob slowly moved forward with assistance in the form of ‘Move! Move! Move!’ from the command squad. The blob ended up on the Tau end of the board, and engaged the larger Fire Warrior squad once it had arrived from reserves. The Crisis Team ended up deep striking in the middle of the table and was fired upon by just about everything that could get line-of-sight. It didn’t last long. The Crisis Commander ended up scattering off the table, to die from deep strike mishap. The blob was eventually brought down to just the commissar, who ended up running away. (He was later executed for this cowardly act.) The command squad ended up taking a few hits as well. After the dust cleared, the Imperial Guard controlled two objectives, while the Tau only had one. Win to the Guard.

(PICTURES)

GAME TWO: CHAOS SPACE MARINES VERSUS NECRONS
Both players of this game didn’t have a lot of experience, so this game was one of the longest. Remigious’ Chaos forces tried to charge Shade’s Necrons, who had deployed in a bubble. The Scarab Swarms ended up engaging the Chaos Marines and the Berserkers in close combat, tying up both squads. One unit of Warriors ended up trapped in close combat with the Berserkers, making a headache of multi unit assault for all involved. The rhino, after dropping off the Berserkers, moved up to the second squad of Warriors, plinking away with its Havoc Launcher, its only surviving weapon. With the game deadlocked, the Chaos commander was given a flash of insight, and ended up Tank Shocking the unengaged Warriors. They passed their leadership, but choose not to try shooting the tank. It ended up behind them, and almost on top of the objective they were holding. What would have been a tie was now a victory for Chaos.

(PICTURES)

GAME THREE: IMPERIAL GUARD VERSUS NECRONS
I have to admit, I was curious to see what would happen when I faced Necrons, having never had this chance before. It was interesting, to say the least. The Necrons deployed in their bubbles, to discourage use to the Plasma Cannon the armored Sentinel was lugging around. This tactic worked, to a degree. The blob once again ran out into the fray, after deploying in the back. They managed to slag one Warrior with a melta gun, before being counter-assaulted by one of the Scarab units. This speed bump slowed them down, but not for long. Meanwhile, the other Scarabs had locked the Sentinel in close combat, denying the Plasma Cannon a chance to fire. By the end of the game, the little robot beetles had torn the thing off, making the combat pointless for them. The blob engaged one of the Warrior units, where they remained until the end of the game. During all this, the Guard squads traded fire with the unengaged unit of Warriors, with neither side gaining an edge. But, in the end, the Guard controlled two objectives, the Necrons one, and another contested by the bloody hand-to-hand fighting. The Guard were on a roll.

(PICTURES)

GAME FOUR: TAU VERSUS CHAOS SPACE MARINES
Panoption learned his lesson about deep striking from his earlier game with me, and deployed his forces in a firing line. Remigious’ troops had no choice but to duck for cover or rush him. They did both. The rhino charged forward, while the smaller squad hung back in cover, hoping the Tau wouldn’t notice them. This didn’t work. The Tau put out a withering amount of fire, from pulse rifles and plasma weapons. The forces of Chaos put up a brave fight, but in the end, couldn’t tolerate that much fire power. They lost both squads and all of the objectives. The Tau had avenged their earlier defeat.

(PICTURES)

There was a week break between the first four games and the last ones. The first four had taken so long, we ended up having to wait until we could get back together to finish off the round. But now, there was a lot riding on the final two games of the round. Remi and Pano were tied, one win and one loss apiece. If Shade’s Necrons could pull of a win, there would have to be one last battle, to see who went home. It was also during this week that I realized my army list was 520 points, not 500… Oops.
(Of course, I had my own worries. I had easily taken my first two challengers, but that only made my last one try all the harder. Remi needed a win badly, to have a chance to advance.)

GAME FIVE: IMPERIAL GUARD VERSUS CHAOS SPACE MARINES
This was a game that would shape the next round, so I made sure to give it my all. As did Remi. The Chaos forces deployed in their usual fashion, with a unit of Berzerkers in the rhino with the Lord and the smaller unit of Chaos Marines set up a distance away. On the first turn, the rhino met a firery end, forcing the Khorne-lovers to hoof it across the board. The unit of Chaos Marines also made their way towards the gunline. The Guard had been set up with the 30-man unit to one side, and the Autocannon units on another, with the command squad lurking behind them. As the Chaos forces advanced, they shrugged off a huge amount of fire. They also took out the Sentinel and the Autocannon units. The smaller unit of Chaos Marines assaulted the larger unit of Guardsmen, during which another sarge met the business end of the Commissar’s bolt pistol. The Marines were eventually put down, and along with the command squad, brought down the last few Berzerkers in a hail of plasma and melta shots at the top of turn six. Victory for the Imperium, having tabled the dread forces of Chaos.

(PICTURES)

GAME SIX: NECRONS VERUS TAU
Meanwhile, the Tau had another shooting battle going on. The Necrons stood up to the Tau’s fire, getting up time after time to continue the battle. The Tau were able to eliminate a unit of Scarabs, which ended up being a major error later on. The battle raged, with both sides exchanging fire from across the board. The Shade was able to out-fox Pano, and with the help of ending the game at the end of turn five, held two objectives to Pano’s one. Victory to the Necrons.

GAME SEVEN: NERCONS VERSUS CHAOS SPACE MARINES
Well, as I feared, the games weren’t over yet. With Shade’s win, he had tied with Remigious, and we had to have one last battle to see who would advance to the next round. Chaos played it smart, and hid the rhino when she could. The Necrons poured out fire whenever they could get line-of-sight. For some reason, the Berzerkers ditched their ride early on, and had to rush the Necron gunline. They finally got place, and ended up taking down a unit of Warriors in a vicious brawl. The rhino managed to make it to one of the objectives, to contest it. The unit of Chaos Marines held their ground, and objective through out the battle, and the Berzerkers, after wiping the Warriors, held another. The surviving unit of Warriors held an objective, but it just wasn’t enough. Chaos carried the battle and made it into round two.

Well, since I had made a mistake in the scoring, it turned out Shade, Remigious and Panoption were all tied for 2nd place. There was a final battle between Pano and Shade...

GAME EIGHT: NECRONS VERSUS TAU
(to be filled it later)

I was sad to Shade go. He just started playing, but he was hampered by his older codex. He did put up quite a fight and our game was a close one. I think he’ll be ready to win during the next tournament we run. Call it a hunch…

Well, there you have it folks. Necrons placed fourth and were out of the running. Remigious’ Chaos Space Marines managed to get in enough wins to squeak on in. Panopticon’s Tau suffered from some bad luck, but did fairly well. As for me, well, I got a clean sweep. I don’t know how I managed to do it, but I cleaned everyone’s clocks. I have a hunch I may not make it to the finals, but I’m just happy to make it this far.

Scoring:
Imperial Guard: 3 wins
Tau: 2 wins, 1 loss
Chaos Space Marines: 2 wins, 2 losses (including final game)
Necrons: 1 win, 3 losses (including final game)

Until time, readers. Round Two: CITIES OF DEATH!

Thursday, July 21, 2011

Round One

Had the first round of our little tourney conclude this past Monday, so I figured I'd post something about it, this will not be a turn by turn commentary, rather a brief overview of the fights, who won and where I think they went wrong/right. There are some who might say that I played Dead Space 2 instead of paying attention to the fights I wasn't involved with, to them I say feh! In my domain few things are hidden from my sight! Don't underestimate me or I will boil your organs with my wierding module!.

Round 1: Tau (Panopticon) Vs IG(Captain Pete)
Tau list:
Shas'el with AFP and stuff
3x crisis suits with TL plasma
2x6 fire warriors
1x12 fire warriors

IG list: (Corrected by Pete)
Command squad with vox, medic, 2x plasma
30 man blob with 3x melta, commisar, vox
2x10 ig with AC
Armored Sentinel with PC (Later changed to Autocannon)

Pitched battle, 5 objectives
This ended in a loss for the Tau, his AC squads sat on objectives and didn't contribute much while his blob ran upfield, I was unable to get enough firepower into it to break it before they killed a 6 man squad and my crisis team. made the mistake of taking a couple potshots at the Sentinel and had reserved my suits so I was relying pretty much entirely on fire warriors to do the job, then the commander mishaped to death. His Sentinel spent most of the game in a fruitless for both sides assault contesting one of my objectives. Still coulda gotten a draw on objectives but was unable to get enough shots into one of his holders to force morale.

On the other board we had Chaos(Remigious) Vs Necrons(Shade)
Chaos list:
Chaos lord with P fist and plasma pistol (attached to the zerkers)
1x9 berserkers with plasma pistol (rides in Rhino)
1x5 chaos marines, no upgrades
Rhino, havoc launcher and daemonic possession

Necron list:
2x10 warriors
2x3 scarab swarms, disruption fields

This game was won by Chaos and pretty much was a big cluster assault in the middle of the board involving one warrior squad, the zerkers, and the scarabs. Probably would have gone faster if Remigious had put more attacks on the scarabs to max fearless wounds in the fights as she never lost combat, but as it was Shade survived the first round and the durable Necrons warriors tied things up for most of the game, Chaos managed to own and contest more objectives though.

Tau(Pano) Vs Chaos(Rem)
Another objective mission, this one basically involved me shooting her off the board as she walked up, I lost a fire warrior and a crisis suit, she had her 5 man chaos marine squad left.

Necron(Shade) Vs IG(CP)

To be honest, didn't follow this one that closely, but I believe it sorta mirrored my match above, the IG just shot things up and the blob tied things down enough that IG could get more objectives.

Tau(Pano) Vs Necron(Shade)
This is one where I totally was winning handily, then lost entirely due to my own mistakes and Shades good target priority. I shot the scarabs off the table in round 2, without those to threaten my firebase I was then able to wipe an entire warrior squad, unfortunately he was able to conga line that squad to control two objectives and my dice utterly failed me in the lat few rounds of shooting, still would have been an objective tie and I would have won on KP except I neglected to cover a reduced squad of warriors in the bottom of turn 6 and he was able to shoot them off the objective and win 2 to 1. I got all concerned with protecting my suits that I forgot entirely that the point of the game was objectives.

Chaos(Rem) Vs IG(Pete)

Rem's ongoing terrible luck with vehicles struck early here as her Rhino got immobilized at the first shot on the top of round 1, having to footslog across the board left her weakened to much to carry the assault against IG, and the lord/zerker deathstar was tied up for 2 rounds by the Sentinel, game ended with a tabling as it took too long to get anywhere and 15 models just can't take that punishment for that long.

Chaos(Rem) Vs Necron(Shade)
This was a tie breaker for going into the 2nd round, I dunno how Pete was doing his scoring but these two had to play off. (Pete says: At this point, Shade and Remigious had two losses and one win each, making a tie.)
Rem learned from her previous games and was able to get some good assaults in without having to wade against a river of fire, as well as a good tank shock to contest an objective with an empty Rhino. Shade was not as aggressive with his Scarabs as he could have been and that may have cost him a tie at the end being unable to contest objectives, Chaos wins it 1 to nothing

Final thoughts:
Tau: My list kinda blew and I lost my first game in the deployment phase, at this point level and on this small of a board I don't really need to have deep striking reserves, also my loss against the Necrons was a pretty huge mistake, reinforces the need to cover objectives though. Gonna switch it up a bit in the next round.

IG: Played pretty well, I always think his list building is schizophrenic though, if you are going to have an assault blob then tool it up for assault I say. Get some power weapons on the sergeants already. He was over by 20 points as he did bad math as well, but that 20 points was in the Sentinel Plasma Cannon and it did very little in any game so I forgive him. (Pete says: My list building is a byproduct from my learning process. The goal of the blob was to tie up shooting squads for several turns, and the Autocannon teams were there to hold objectives, while offering some ranged support to the army.)

Chaos: Rem is still getting into the aggressive mindset needed to run berserkers, she likes to shoot with the Rhino when most of the time it might be better to just move 12" the list was perfectly decent for this level, though I would pull the plasma off the zerkers and the havoc off the Rhino and either buy more dudes or give the CM squad a plasma gun or ML or something.

Necron: Shade is a brand new player and brought his entire model collection to the fight, he did well using the old codex, though again could have been more aggressive with his Scarabs, they move as jet bikes and he didn't take as much advantage of that as he could have. However he made no real other mistakes and good decisions about what to shoot at most of the rest of the time.

Thursday, July 14, 2011

Combat Patrol Rules

Revised rules for combat patrol. Uses 500 points.

• 0-1 HQ choices.

• 1+ Troop choices.

• Any remaining points may be spend anywhere in the codex, using normal force organization chart limits.

• No models may have more that 3 wounds.

• No special characters.

• No 2+ saves.

• No Vehicle may have a total armor value of 33. (F+S+R)

• No ordnance weapons.

• Use a 4’x4’ playing area.

Sunday, July 3, 2011

Coppa Boyz

Coppa’ Boyz:
500 point Warhammer 40,000 tournament

Welcome to Coppa’ Boyz!

• All games use Combat Patrol rules
• One army list for each round (that means a take-all-comers list)
• Reasonable proxies are okay (let us know what’s what)
• Have a hard copy of your codex. Printed pages are okay.

At the end of each round, the player with the lowest total of wins is eliminated. If there is a tie, the player with the lowest total of wins and ties is eliminated. If there’s still a tie, the players have one last battle, with the loser being the one who has been eliminated.

Any Infantry unit can hold objectives. However, only a Troops choice can still hold an objective if under 50% strength.

Rounds continue, with the player with the lowest total of wins being dropped, until there is only one player left. That player is the winner of the tournament.

Rules, errata and etc.

For this tournament, the Necron ‘Phase Out’ rule is suspended.

Round one details:

All games are seize ground. Deployment rolled normally.

Starting with the player with the oldest codex (in order: Witch Hunters, Nercons, Tau, Chaos Space Marines, Orks, Space Marines and Imperial Guard), they can pick who they want to play against first. They may pass, if they want. When the game is finished, the winner picks who they want to battle, until all players have fought against one another.

Disqualifications:

• Failure to attend – Any player that doesn’t show up the game, without a good reason or forewarning, is disqualified. The game then advances to the next round.

• Extreme tardiness – Any player that is more than an hour late, again without good reason or forewarning, is disqualified. The game then advances to the next round.

• Poor sportsmanship – Any player, whose attitude or behavior, is determined to be unacceptable will be asked to leave the game, and is disqualified. The game then advances to the next round.

• Cheating – Any player caught cheating will be asked the leave the game and is disqualified. The game then advances to the next round.

Prizes:

The winner of the tournament wins an AoBR Ork Boy that has been painted copper. He may lord over his/her friends and rub his/her wins in their faces. If the boy is lost, stolen or broken, I will not replace it.

But, wait there’s more!

Before the winner collects their prize, they have one last battle to play! The player that was eliminated in the first round (note: only the first one to be eliminated, not disqualified) can challenge the winner. I will pay the winner of this game $5. The tournament winner still collects his prize, but has a chance to win some money, too.

Thursday, October 28, 2010

Imperial Guard Overview

Getting started with the Imperial Guard:

Okay, I’m the guy who plays Guard. I’ve spent too much damn money, and get my ass kicked, but I do read about them a lot and I’ve at least played a few games. Let’s get started.

What regiment/army are you thinking about playing? Are you going to play one of the established ones? Cadians, Catachans, Moridans, Tallarns, Steel Legion, Death Korps of Krieg, or Elysian drop troops? Keep in mind, only Cadians and Catachans are made in plastic, and DKoK and the drop troops are made by Forge World. I hope you’re made of money. Are you going to create your own regiment? Or, maybe go for some traitor Guard? Kit bashing could make these possible and awesome.

Speaking of being made of money, the Guard doesn’t do anything by halves. “Go big, or go home” is a phrase I’d use to describe buying stuff for the Guard. The Guard can put out a lot of guys, a lot of vehicles and pretty much fill up a board with models. 100+ troops in one unit, 9 tanks, 9 artillery pieces, 9 Sentinels, and Chimeras for everyone! This costs a lot of money. I strongly advise you come up with a plan for your army before you buy things. Also, hit up eBay and online stores, so you can stretch that dollar that you’ve foolishly decided to spend on little plastic space men.

Continuing this line of thought, let’s talk about the army you want to build. There are two major schools of thought for the Guard: horde and mechanized.

Horde means filling the board with as many guys as you can. The Guard can fit more troops into a troops slot than the Orks. I believe that they can put more guys in one slot then any other army in the game. That’s pretty powerful. As the Guard is a mostly ‘shooty’ army, you try to overwhelm the enemy with quantity of shots, not exactly quality of shots. Combine this with orders and the ability to take a ton of special weapons, and you can cause a lot of damage. However, it should be said that this tactic has drawbacks. Assaults, out-flanking, deep striking and vehicles can really ruin this army. Oddly enough, using some special characters and some other units, this army style can be turned into a melee monster. No joke.

The other major school of thought is the mechanized Guard. By taking veteran trooper squads, you can make a smaller force that packs a lot of special weapons. Combine this with the ability to take a Chimera with every squad, and you can see where this is going. Some people want to take as many squadrons of Valkyries/Vendettas as you can and put the squads as you can. If you want to be a real dick, take minimum amount of troops and HQ, then as many tanks as you can. This is a ‘dick move’ and I will never talk to you if you do this. This army style may be a good idea, if you want to run one of the all-metal armies.

Okay, let’s begin a breakdown of the codex:

Starting with your HQ, you’ve got some interesting options.

Company Command Squad.
The command squad is very versatile. You can make them into a close-combat unit, an anti-tank unit, anti-infantry unit, or a jack-of-all-trades unit. With the upgrade characters, you can totally change your army. With advisors, you can screw around with reserves and make sure your officer won’t die quickly.

Lord Commissar.
The Lord Commissar is an independent character, with the normal commissar abilities, plus a few others. With his stats, he can hold his own in close combat, and provide a boost to any unit he joins. The Lord Commissar is the only way to give one to a veteran unit a commissar.

Commissar Yarrick
Commissar Yarrick is one of the few stand-alone special characters in the codex. He’s got a whole bunch of special rules, and is one tough son of a bitch. I haven’t used him, but I’ve heard he can be a good unit for a melee army.

Primaris Psyker
Another unit I haven’t used, but does have some good powers. Lighting Arc isn’t great, but could cause havoc against another Guard army, or against Orks. Nightshroud looks decent, and could protect an important unit on its way to where it can do the most good.

Priests
Priests are something you can take without taking up a slot. Considering what they do, this is awesome. For 45 points, you can re-roll close combat attacks. Perfect for most armies. Add the Eviscerator, with that sweet, sweet AP boost, and I can see many an army using these guys.

Techpriests
Another non-slot unit, these guys are damn near required for a mechanized army. They can repair vehicles. With their little servitor buddies, they have a pretty good chance to pull it off. Lots of power fist hits coming from this unit.

Moving on to Elites;

Ogryns
It’s a shame these guys cost so much now. A decent close combat unit, with some fun fluff, I’d really like to use them. But, with a point cost of 130, I’m not finding the points for them. I’ve heard a Yarrick/Ogryn combo is pretty good, but that’s a huge point total. Also, they’re metal, so they cost a lot, money wise.

Rattlings
These little buggers look pretty awesome. Stealth and sniper rifles is a very good combination. The only drawback is their low leadership, but there’s not much to be done about that. I’d put them in cover, with a good field of fire and just plink away at whatever comes in range.

Psyker Battle squad
Okay. There are only metal models for these guys. That’s why you won’t see a lot of them on the board. If they made a plastic box for them, I’d have a unit of them. They can wreak havoc, just like their HQ cousin, but they drop like flies. The Weaken Resolve power, combine with Rattlings, that can make units flee off the board like nothing else out there.

Storm trooper squad
I have a unit of these guys. I’ve only used them once. They cost as much as Space Marines, with worse armor and weapon skills. However, they can have a dramatic effect in the game. They can re-roll deep strike, or infiltrate, or have the scout rule. With the ability to take two special weapons, I’d like to deep strike a small unit, with two flamers. It’s a throw-away unit, but they might do some major damage before being killed.

Guardsman Marbo
This is our second non-upgrade character. I haven’t used him, but most people use him as a one-shot demo charge. He’s decent in melee, with a poison weapon, has a demo charge and a sniper pistol, and can appear anywhere on the board, as long as it’s over 1” away from an enemy unit. All this can be yours for 65 points.

And, we get started on Troops. Remember, you need two troops for most battles

Infantry Platoon
The infantry platoon is composed of the following ‘sub-units’ each of which can operate independently. 1 command squad, 2-5 infantry squads, 0-5 heavy weapons squads, 0-2 special weapon squads, and 0-1 conscript squads. Yeah. You can add commissars to the command squad and each infantry squad, as well as give them chimeras. Each infantry squad can take a special weapon and a heavy weapon. Just think about how many lascannons you can put in just one platoon. This is where to go for a horde army.

Veteran Squad
The Veteran squad is the backbone of the mechanized army. They can take three special weapons and one heavy weapon, can take doctrines, which can give them better armor, camo cloaks or melta bombs. They can also take a chimera. They can also shoot better then the regular joes above. The downside is the small unit size, and crappy armor.

Penal Legion squad
Ever wanted an army of the most vicious criminals the Imperium has to offer? Well, here you are. I’ve never used these guys, but they can be a good close-combat unit. Mind you, you’ll randomly get a boost from a roll, but they all help in close combat. This is also one of the few units that can’t take a chimera.

Moving on to Fast Attack

Sentinel Squadrons
For the sake of simplicity, I’m just going to roll scout and armored Sentinels into one entry. Scout Sentinels have the Scout rule, allowing them to out-flank. They can carry multi-lasers, autocannons, heavy flamers and lascannons. Armored Sentinels loose the Scout rule, but get +1 to their front armor. They can also carry plasma cannons. I have a bunch of these, but not for any tactical reason, I just like them. However, they can be used to come in from the side and harass enemy transports and cause all sorts of minor mayhem. But, think of them as speed bumps. There’s a lot better units in fast attack, as you’ll see.

Rough Rider Squad
Okay, in the world of Warhammer 40k, they use cavalry. And, as I’m sure you can imagine, it doesn’t work all that well. They can do some awesome things, but it just doesn’t justify the point cost. Oh, and you have to buy them one at a time. Plus, they’re metal models. I imagine you could do some conversions, but I just don’t see the point.

Hellhound Squadron
There are three different types of Hellhounds: a flamer one, a melta one, and a poison one. With the ability to take three in a squadron, you can put out a lot of these suckers. The flamer one is great for hordes, the melta one is good for anti-tank, and the poison one has AP 3, wounds on a 2+. That’s a marine killer. Plus, they’re not too expensive, 100-130 points each.

Valkyrie/Vendetta Squadrons
Again, to keep things simple, I’ve combined these two units in one entry. They both have Scout, Deep Strike, Grav Chute Insertion, as well as being fast skimmers. Yep, 24” movement a turn. For 30 points more, you can use Vendettas, which have 3 twin linked lascannons, making a perfect tank hunting unit. Combined with a transport capacity of 12 models, a lot of people use them for hauling around veteran squads packing 3 Meltaguns.

And, finally, Heavy Support…..

Leman Russ Squadron
The Leman Russ squadron can be made up of any three of the following variants; Leman Russ Battle Tank, Exterminator, Vanquisher, Eradicator, Demolisher, Punisher, and Executioner. You can also take sponsons, hull mounted weapons, and pintle mounted weapons. The Russ can also fire its turret weapon, in addition to other weapons it can fire, EVEN IF THE WEAPON IS ORDINANCE! Keep in mind, some of these variants aren’t the best (the Punisher comes to mind), and if you stack the thing with weapons, it’s going to get expensive.

Hydra Flak Tank Battery
The Hydra Flak Tank could be pretty badass, except for the fact that GW hasn’t made a model for it. Long distance autocannons, twin linked, that can cut through skimmer’s cover saves, I wish they made reasonable way to convert them.

Ordinance Battery
This is your chance to get some long-range ordinance weapons. They include, the Basilisk, the Medusa, the Colossus and the Griffon. Each has their advantages, with the Basilisk has the longest range, the Medusa can smash armor, the Colossus can ignore cover saves and the Griffon has a shorter range, but is way cheaper.

Manticore Rocket Launcher
One of the two units in this section that doesn’t come in a squadron, the Manticore only has four rockets it can fire. But, they have the following profile: Range: 24”-120” S:10 AP:4 Ordinance, Barrage D3, Large Blast. Not bad, but I’d rather have a slot for three tanks.

Death Strike Missile Launcher
Again, only one vehicle in this slot. But, this thing is a monster. It randomly fires its gigantic missile, and when it does, things go ‘boom.’ If I were made of money, I’d buy a few of these and use them in Apocalypse games.

Whew. That took forever. I didn’t do a complete detailed run-down, because that would take even longer. Maybe I’ll be doing that another time. This is just a guide for the units that are out there, and what I see. I strongly advise you to read other sources online.

In conclusion, I’ll give the basic advice: Buy the codex, read the codex, play a game or three, then plan out what kind of army you want to run. I’d strongly advise you to pick up the battleforce, unless you’re going to use one of the metal armies. Build a 500 point army, then paint it. I can’t stress that last part enough. Just look at my previous entry. Once you’ve done that, proxy the units you’re thinking about using. Once you’re sure of what you want to buy, hit up eBay, craigslist and online stores, and get what you need.

For the Emperor!