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Blood Vow

Happiness is success... (Buddha)

Saturday, August 31, 2013

Chosen tactical review


Here is a tactical review of the Chaos Space Marines (CSM) Chosen unit. With the release of the Black Legion supplement you no longer have to pay the Abbadon tax (265 points) to field them as a troop choice. I love the Despoiler and am a big fan of the Legion in general but not having to field him opens up a lot of possibilities for what I consider to be a competitive codex. The CSM codex is definitely not like Eldar or Tau but I truly believe it has all the necessary tools to beat any other army. Note that I prefer to follow more of a World Eaters styled theme for my CSM army which is easy to do with the supplement and that's one of the great things about the supplement.

I understand that some of the Chaos veterans still lament the non viability of certain legions such as Night Lords as a competitive army but that is the way of the world. I am a huge fan of Blood Angels - think about the big hit they took in sixth edition. We can move on though and there are plenty of good things to be had. If you follow my blog you'll know I don't currently use Heldrakes. To me the CSM codex is geared more towards the thinking man... at least I'd like to believe it is. Sure you can cheese out your army with four or more Heldrakes... You will win some games but ultimately such an army is not balanced and will eventually fall short at a large event. Don't get me wrong though, I'm not saying Heldrakes aren't good. Obviously they are... I'm just at point in time when I want to challenge myself. The goal is to design a more competitive list (if possible) and the only way to find out is by trying.

One of the best things about the Black Legion supplement is its able to ally with CSM. I'm sure you could come up with a lot of very interesting lists. My focus in this article is the Chosen and I think they have come a long way since the last codex when all you'd ever see is a five man squad with four meltaguns infiltrating in a rhino to pop some enemy mech then die a quick death the following turn after they had arrived from reserve. Chosen have lots of options and are the most customizable unit in the codex beside Chaos terminators. I'll go so far as to say I doubt the new Space Marines will get a comparable unit. Chosen while not cheap pointswise are very good at what they do if you build them right.

I like to run my Chosen as follows (not including a transport):

8x Chosen including the Champion
- Mark of Khorne (five attacks on the charge for each Marine)
- Icon of Wrath
- 2x Flamer
- Plasma Pistol
- Power Sword
- Power Axe

There are lots of other good builds and I'm not advocating this is the best. This just happens to be my favorite way to run them.

The Chosen Marine with the power axe is the melee work horse in the unit with five S6 AP2 attacks on the charge. The Champion must issue or accept a challenge so why waste a lot of points unless you're using the squad as a retinue for a beastly HQ? The Chosen Marine with the power axe cannot be singled out in melee except for precision attacks while the Champion will often die before swinging versus a higher initiative enemy character. The role of the Champion is to fight the challenge and prevent the enemy character from using precision attacks to pick out the power axe.

The flamers are there for enemy crowd control... Jumping out of transport they will waste many enemy units such as Eldar and Tau. Two flamers can put a lot of wounds on Space Marines too which could be very important with the very soon to release new codex. I take the plasma pistol and power sword mostly for the theme - they are by no means mandatory so you can save some points if you drop them.

Chosen also serve as an excellent retinue for your HQ and are still a troop choice using the Black Legion supplement. I find them a better choice for Kharn since they are more versatile than Berserkers, plus they benefit well from the Betrayer's Hatred rule and he makes them fearless. I equip my Champion for this squad with a lightning claw and power fist so he can tag team with Kharn... either can issue or accept a challenge which gives you more options for this unit in melee... it just depends on what they are assaulting. Either way one of them is going to be swinging a lot of armor ignoring attacks into the enemy unit. This also makes Heroic Intervention more playable if the initial assault should go beyond the first round. Note that since the lightning claw and power fist are both specialist weapons that equates to +1 attack. Factor in the +2 attacks on the charge for Rage and you've got yourself a little mini me Abbadon rampaging through the enemy battle line!

By taking Kharn I also have access to Berserkers as a troop choice, which means I have more versatility and all around very solid scoring units. Berserkers though are a subject for another discussion.

Tuesday, August 27, 2013

On the subject of trolls



My feeling is that people who are trolls are not intelligent which in turns causes them to be quite belligerent... first they cannot comprehend why anyone would disagree with their simplistic PoV... second it just makes them really mad and they have a tantrum online . They are very immature .

Sons of Horus terminator Praetor (WIP)



Sunday, August 25, 2013

Here is to hoping for something really good - Space Marine codex cover art

Taken from 3++...


While I am still totally in love with Chaos I hope that the new Space Marine codex shakes thing up and gives xenos a real run for the money. I love this cover by the way but am thinking Imperial Fists will be my next army. Lysander is a beast.

BeakyCon3 announcement


We are moving the GT to Coliseum of Comics in Kissimmee, Florida. Kate Beard, owner of Birds of Paradise Games is ill with Lupus so they unfortunately will be closing next weekend. Kate is a very good friend and if not for her kind offer to host the event there might not be a GT this year. God bless her. A very big thanks to my friends Tim Wright and Steve Watts over at Coliseum of Comics for helping us out.

The dates are the same - The weekend of October 5-6. A couple of slots have come open so feel free to contact me if you'd like to register.

Saturday, August 24, 2013

Sons of Horus terminator battle company (2250 points)


I am starting to mess around with my Sons of Horus again. Still waiting for the release of Horus the Warmaster. Oh well... Here we go.

HQ
Praetor (100) 137
- Cataphractii Armor
- Volkite Charger (7)
- Master Crafted Paragon Blade (30)

Librarian (75) 150
- Cataphractii Armor
- Level 3 Psyker - Divination (75)
- Force Axe

5x Justaerin 232
- Multi-melta (25)
- Combi-weapon (7)
- 4x Power Fist (20)
- Pair of Lightning Claws (15)

Spartan Assault Tank (295) 355
- Auxiliary Drive (10)
- Ceramite Plates (20)
- Flare Shield (25)
- Dozer Blade (5)

Troops
5x Terminator (175) 261
- Cataphractii Armor
- Plasma Blaster (15)
- 3x Volkite Charger (21)
- Pair of Lightning Claws (15)
- Thunder Hammer (10)
- 3x Power Fist (15)

Land Raider Phobos (250) 285
- Dozer Blade (5)
- Ceramite Plates (20)
- Auxiliary Drive (10)

5x Terminator (175) 261
- Cataphractii Armor
- Plasma Blaster (15)
- 3x Volkite Charger (21)
- Pair of Lightning Claws (15)
- Thunder Hammer (10)
- 3x Power Fist (15)

Land Raider Phobos (250) 285
- Dozer Blade (5)
- Ceramite Plates (20)
- Auxiliary Drive (10)

Elites
Contemptor Dreadnaught (175) 245
- Plasma Blaster (20)
- Heavy Conversion Beamer (35)
- Havoc Launcher (15)


The list is actually shy of 2250 so I still have a few points to play around with... Not sure what to take as yet. Mean list for sure !

Monday, August 19, 2013

People still lamenting the current state of CSM

BIG HINT - Most of the people who wrote the fourth edition codex are no longer employed by GW. Get a clue.

Sunday, August 18, 2013

2250 point Black Legion army list


I have seen a lot of negative criticism already directed towards the new supplement. My philosophy is be thankful for small favors... They are better than nothing! Here is a list I quickly put together using the new supplement with daemons as an ally:

Kharn (The Man)

6x Chosen (Troop)
2x flamer, plasma pistol, power axe
Champion - power fist, lightning claw, boltgun
Mark of Khorne, Icon of Wrath, VotLW

The new supplement converts Chosen to troops. They work very well as a retinue for Kharn since he makes them Fearless and they benefit from his Hatred. Dual flamers are the bane of T3 squishy units like Tau and eldar... They will rightly fear this unit.

Chaos Land Raider
Dozer Blade, Dirge Caster

7x Berserker
Champion - Spineshiver Blade (30)
Icon of Wrath, VotLW

This is the new Artefact that is a daemon weapon - +1I, S: User, AP3

This turns the champion into a real meat grinder - he will be striking first versus most enemy units plus the daemon weapon grants d6 extra attacks. It's only 30 points... Only 5 more points than a power fist. The champion actually has a higher damage output than Kharn versus most enemy units. This saves a lot of points that don't have to go into another HQ choice. Of course if you roll a one for the daemon mastery test his goose is cooked but if you're really worried about it then keep the champion armed with a chain axe so you have the option not to use Spineshiver. Another big bonus is WS5 so most often you'll be hitting on a 3+ in melee. Finally you have the built in S5 on the charge due to Furious Assault. Very powerful and lots of strong synergy!


Chaos Land Raider
Dozer Blade, Dirge Caster

7x Berserker
Champion - Power Sword
Icon of Wrath, VotLW

Chaos Land Raider
Dozer Blade, Dirge Caster

Heldrake
Bale Flamer

Heldrake
Bale Flamer

Herald of Khorne
Juggernaught, Axe of Khorne

12x Flesh Hound

10x Plaguebearer

Personally I hate the new Bloodletters so I took the ever reliable Plaguebearers for my daemonic troop choice. The Herald attached to Flesh Hounds is a well proven unit.

What I have found is that three land raiders are the breaking point for most armies in the current meta. They can stop one fairly reliable but the third one hits the saturation point. By turn two for Dawn of War or Vanguard Strike deployments you should be well into charge range. The two Heldrakes will force the enemy not to be able to focus fire on the land raiders... It's really dirty. The Herald attached to the daemons move up behind the land raiders for solid cover. Plaguebearers sit back on a home turf objective marker... Most armies won't be able to shoot them much with three land raiders barreling straight up into their grill and two Heldrakes barbecuing them three ways to Sunday.

I just have to build the Flesh Hounds and I can start testing this list. Really looking forward to playing it.

More about Black Legion Artefacts (UPDATE)



Artefacts

(1) S: User AP3 Daemon Weapon Melee, +1I


(2) -1T; Re-roll ones for invulnerable saves

(3) Can expend up to 3 warp charges (Psyker only); each charge after the first extends range by 6"; Nova, S4 AP5 2d6 Assault Blind & Ignore Cover - Psyker is removed from play if it fails psychic test

(4) One use only; S5 AP4 Heavy 1 Large Blast & Ignores Cover - Each model with an armor value takes d3 penetrating hits

(5) Hand of Darkness - S:User x2 AP1 Melee Fleshbane, Armorbane, Instant Death

(6) Grants Eternal Warrior and Adamantium Will


Analysis

(1) will be good for champions.

(2) is meh. : (

Use a spell familiar for (3).

The fourth Artefact is maybe the best... Really good versus mech armies.

Both (5) and (6) are really good... Use (6) for your Daemon Prince.


A lot of people don't like the supplement but it gives you more options and you can ally with CSM.

Friday, August 16, 2013

BLACK LEGION SUPPLEMENT



General Modifications

Black Legion can ally with codex Chaos Space Marines.

Chosen are troops by default.

VotLW is mandatory.

Abaddon gives one unit of terminators +1 BS and WS.

No new units or characters.


New Artefacts

New Daemon Sword, slightly cheaper than the Axe of a Blind Fury, that gives a bonus to initiative.

An artefact that allows the bearer to fire an unlimited range large blast that scores D3 automatic penetrating hits to any vehicle it touches once per game.

Psyker-only artefact increases the bearer's mastery by 1, though it doesn't allow him to generate another power - instead it gives him a Nova power that increases range with more points for Warp Charge.

An artefact that gives Eternal Warrior and Adamanitium Will.


Warlord Traits

1. Black Crusader
2. Rerolls to Chaos Boon table for the Warlord.
3. A one-use Flamer. Woo.
4. Warlord has IWND.
5. Attacks have a chance of causing Instant Death.
6. Friendly units near the Warlord have Stubborn.

SOT


Wednesday, August 14, 2013

Plaguewing vs Mechdar • 2k batrep from ATC


So I have just one batrep to report from my trip to Tennessee to participate in the American Team Championship (ATC) with my team (Prodigy). This was the final round versus my very good friend Al Gleason from the Blade N Bolter team. I've known Al for a long long time and first met him in Chicago at a GW GT back in the day... I was playing my Dark Angels back then versus his Death Guard. Al loves his pointy eared space elves and brought them to the tournament.

I only had one test game with my new Plaguewing list prior to the ATC which is obviously not a good method to prepare for what can easily be considered the most competitive tournament in the country. Many of THE best players from the US attended. Each team is composed of five members and you square off in five one on one games each round. I made a request to play Al the final round and his captain was kind enough to honor my request. Al got to pick the table - it had lots of terrain so I was happy. Note that these tables were sponsored by Secret Wars and they were awesome.

Here is my army list:

Chaos Space Marines - Primary Detachment
Chaos Lord (Blotus) - Mark of Nurgle, blight grenades, bike, Black Mace, power axe, Sigil of Corruption

Sorcerer (Festus) - Mark of Nurgle, blight grenades, bike, force axe, Sigil of Corruption, Level 3 Psyker, Spell Familiar

3x Chaos Space Marine biker - Mark of Nurgle, 2x plasmagun
Champion - power fist

6x Plague Marine - flamer/meltagun
Rhino - Havoc Launcher

6x Plague Marine - flamer/meltagun
Rhino - Havoc Launcher

3x Obliterator - Mark of Nurgle


Chaos Daemons - Allied Detachment
Daemon Prince - Nurgle, wings, 3+ armor, Level 3 Psyker, 2x Greater Reward, Bale Sword

10x Plaguebearer

10x Plaguebearer

4x Plague Drone - Proboscis, Death's Head
Plaguebringer - Ether Blade


So no Heldrake... I wanted to see how good I could do without the perennial favorite choice for Chaos Space Marines. I will definitely be adding a Heldrake to my 2250 point list... It's just too good to leave home. I couldn't squeeze it into this list though. I'm sure my opponents are glad I decided not to bring one - Heh !


Here is Al's Bieltan list to the best of my memory:

Farseer - Level 3 Psyker, Singing Spear

Autarch - jetbike, fusion gun, 4++ save

10x Dire Avenger
Wave Serpent

10x Dire Avenger
Wave Serpent

6x Dire Avenger
Wave Serpent

6x Dire Avenger
Wave Serpent

6x Windrider jetbike - 2x Shuriken cannon

6x Fire Dragon
Wave Serpent

Fire Prism
Fire Prism

Crimson Hunter Exarch


OBJECTIVES
Crusade - 5 objective markers
Emperor's Will - 2 objective markers
Kill Points

Heavy Support counted as scoring units.

WARLORD TRAITS
Chaos Lord - d3 units can infiltrate
Farseer - I don't remember


PSYCHIC POWERS
Sorcerer - Nurgle's Rot, Endurance, Enfeeble
Daemon Prince - Iron Arm, Enfeeble, Life Leech
Farseer - Prescience, Guide, Fortune


GREATER GIFTS
Daemon Prince - 4+ Feel No Pain (FNP), +1 wound & It Will Not Die (IWND)


No Night Fight


DEPLOYMENT
Vanguard Strike


The Crusade objective markers were placed such that two were inside on big piece of area terrain with ruins over to my right side of the table. One Crusade objective marker was located behind a hill in the middle of my deployment zone. Another was placed outside of the other big piece of area terrain with ruins over to my left of the table and the last one was placed inside Al's deployment zone.


One of the Emperor's Will objective markers was also placed behind the hill in my deployment zone. The other was placed close by the big piece of area terrain with ruins over to right side of the table.


Al deployed his entire army except for the Autarch attached to the Windriders and his flyer. He deployed two of the six man Dire Avenger squads with the Farseer attached to one in the big piece of area terrain with ruins over to my right side of the table. Al placed his skimmers across the table with lots of good lanes of fire.


I held the following units in reserve:

Plague Drones (Deep Strike)
One squad of Plaguebearers (Deep Strike)
One squad of Plague Marines (normal reserves)
Obliterators (Deep Strike)

I deployed the other squad of Plague Marines embarked in their rhino behind the hill in the middle of my deployment zone. I deployed the other squad of Plaguebearers inside the big piece of area terrain with ruins on my right side of the table close to that Crusader objective marker - note that front of the ruins completely blocked LoS so the eldar would have to move their skimmers far to my left in order to be able to shoot them. I also deployed my Daemon Prince inside that piece of terrain alongside the Plaguebearers.


I then finally infiltrated the Chaos Lord and Sorcerer attached to the bikers behind a high wall close to the big piece of area terrain with ruins over to my right side of the table.


I wanted to keep a significant portion of my army off the table to prevent the eldar shooting them. The Daemon Prince and Plaguebearers inside the one piece of area were well protected by the ruins. The rhino was behind the hill and my bikers were hiding behind the wall.

PRE GAME ANALYSIS
Mech eldar is a very fast army compared to mine and can dish out a ton of fire power - it is a good choice for players relatively new to the game that want a competitive army. I have some mobility and wanted to use it as much as possible to my advantage. I had already faced off versus another mech eldar list in the second round - the experience I gained would be useful for this game... In particular I finally figured out how to make the best use of my Daemon Prince... For example the Daemon Prince can cast a malediction (Enfeeble), vector strike and use Witchfire (Life Leech) all in the same turn. Basically I wanted to hunker down the first turn and wait for my reserves to arrive before engaging the enemy so I'd need to make some a good amount of decent saves. Hopefully I'd have fair rolls for reserves come the second turn.

Obviously whomever controlled the big piece of area terrain over to my right side with three objective markers would probably win the game so I needed to dedicate a significant portion of my army there while the rest of my forces would have to tough it out which is something that Nurgle can do quite well.


I won the roll for initiative and opted to go second.


1st Turn - Eldar
The two squads of Dire Avengers and Farseer immediately backed away from my biker squad hiding behind the wall while his skimmers repositioned to shoot as much as possible at my bikers and the rhino. Al was able to knock two hull points off the rhino and killed a couple of bikers so not bad at all for me.

1st Turn - Nurgle
I measured the distance from my bikers to the closest squad of Dire Avengers in the building and decided to wait for reserves... Even if they managed to make the charge they would have probably killed the unit then get shot off the table the next turn. The Sorcerer successfully cast Endurance and the Daemon Prince successfully cast Iron Arm - not that he would need it this turn. The Daemon Prince and Plaguebearers over in the other building also held their ground waiting to see what would arrive from the eldar reserve. So not a very exciting first turn but I had weathered the first turn of eldar shooting well.


2nd Turn - Eldar
Only the Crimson Hunter arrived from reserve this turn and it made a beeline straight towards the rhino with easy line of sight to my bikers. The two squads of Dire Avengers and Farseer backed away from my bikers again while the eldar skimmers moved into better angles to shoot at my units on the table. Al managed to destroy the rhino (First Blood to eldar) and killed another biker while stripping one wound each from the Chaos Lord and Sorcerer. The Plague Marines bailed out of the burning wreck hugging the side of the hill to limit shooting from the eldar.. One died in the explosion and another died to shooting. Again not bad for me with lots of successful saves and FNP when I really needed it.

2nd Turn - Nurgle
The second squad of Plague Marines and Plague Drones both arrived from reserve. I deep struck the Drones into the side of the building to my right so they could strafe a squad of Dire Avengers with their Death Heads. The bikers moved into the building as well to over saturate that area. The second rhino pulled up beside the back of the hill to provide a screen for the surviving members from the first squad of Plague Marines. Both the Sorcerer and Daemon Prince both successfully cast their blessings (Endurance and Iron Arm). The Daemon Prince swooped out from the building vector striking the Crimson Hunter and destroyed it and a blaze of gory glory. He then fired Life Leech into a Wave Serpent and managed to strip off one hull point. The Plague Drones targeted the closest squad of Dire Avengers dropping them below half strength but they passed their morale check. This was a good turn for me as I had eliminated the fast threat from the Hunter and had gained a foot hold in the building with the three objective markers.


3rd Turn - Eldar
No reserves arrived this turn - note that the Autarch used his special ability to keep himself and the Windriders in reserve. The pressure was on now as I had made my big moves the last turn... Nurgle was right up in the eldar's grill. If it were me I would have probably used the eldar speed to put some distant between my big nasties and the pointy eared but Al decided to move up and unload as much fire power as possible. The other rhino was wrecked but other than that I did not lose any other units. Nurgle is tough.

3rd Turn - Nurgle
The Obliterators and second squad of Plaguebearers arrived from reserve. I deep struck the Oblits beside the large piece of area terrain housing the Dire Avengers and Farseer. I deep struck the second squad of Plaguebearers into the building. Neither squad scattered. The Plague Drones fanned out around the Dire Avengers while the bikers moved into double tap range. The Plague Marines hunkered down behind the hill sitting on two objective markers. When the smoke cleared from all the shooting the Dire Avengers and Farseer had disappeared.

4th Turn - Eldar
The Autarch and Windriders automatically arrived from reserve this turn. The Autarch split off using the long eldar jetbike turbo boost range to contest an objective while the Windriders lined up to shoot my Plague Drones. The eldar still had plenty of skimmers with fire power to spare and more scoring units. Again the eldar unloaded maximum fire power into my army. Both squads of Plaguebearers took some damage, the first squad of Death Guard was down to its last Marine, only the Chaos Lord and Sorcerer were left from the bikers and I only had one Oblit left with a single wound when it was all over said and done.

4th Turn - Nurgle
Time for some more smack down. The Obliterator advanced towards the Fire Dragons that had disembarked the last turn to torch his mates. The Plague Drones moved into charge range of the two Fire Prisms while the bikers moved into close range to charge Windriders. The Deamon Prince vector struck a Wave Serpent dropping another hull point. By the end of the turn the Autarch, Windriders and both Fire Prisms had vanished. The next turn would be the last so the Bieltan needed to pull a rabbit out of the hat.

5th Turn - Eldar
Eldar were on their back heel now. I think Al was pitting too much on his speed plus the two Prisms counting as scoring units to pull off a Necron style late game money grab for objective markers to win the game. My rolls for saves were mostly clutch throughout the entire game so at this point I was finally in the driver's seat. I ended up pulling down my first big win for the weekend.

There's not much more to really say in terms of the game. I just wish I had practiced more with my new army list so I would have been better prepared. I feel like I let down my team not doing better. All I can say is next year I will definitely be much better prepared. I thought I knew Nurgle well enough to wing it but at this level of competition you really need to know what your army can do inside out.


POST TOURNAMENT ANALYSIS
Here are some post GT thoughts on building a competitive CSM Nurgle themed army which currently is not easy to do without cheap cultists... And by the way I'm not going to be running any cultists any time soon. Plague Marines and Plaguebearers are both totally worth their weight in gold. You pay for what you get and these two units are platinum plated with diamond studs.

Black Mace
Daemon weapon -> lots of attacks... Weight of attacks are insanely good. Prior to ATC I played one of the top a Tyranid players from my area - my Chaos Lord took down two Flyrants and a Tervigon plus lots of gants due to the Curse.

Fleshbane plus toughness tests that are instant death. Black Mace plus Enfeeble can decimate hordes. It's not always going to work but when it does its really good. Most of the armies I faced off against at ATC were not prone to this exploit. I am planning now to run a CSM Daemon Prince with the Black Mace for the cheap spell familiar... Much more reliable.

Plague Drones are in my opinion really good. Drones have Plague Swords which are great versus high armor and the champion can take an Ether Blade (S5 AP2) that wounds on 3+ with poison. All units from the Chaos Daemon codex that are purely Nurgle have fantastic cover saves. Plague Drones are 3 wounds each at T5 and classed as jet pack calvary... Very fast and can take out an entire enemy flank on their own.

I am planning to add a land raider. I was really surprised at the overall lack of anti AV14 this past weekend.

I will definitely be adding a Heldrake but one is enough for me.

SPACE MARINE HUNTER ANTI AIR RUMORS


From Spikey Bits:

Stalker / Hunter
  
Dual-kit AA tank

AV 12/12/10 

Hunter/Stalker are both armed with S:7 weapons 


Stalker - heavy 4

Hunter - heavy 1. The Hunter's weapon is AP:2 Armorbane. 

Stalker is the one with dual 3-barrel autocannon-like guns, it also has a radar dish

Supposedly rapid-firing AA (Like SM version of IG Hydra?)

It is not twin-link! It hasTWO SEPARATE guns that are able to shoot at TWO SEPARATE targets.

TYRANID RUMORS



From Big Red over on BoLS:

The Hivemind is drawing closer. Here is the latest batch on the Tyranids.

Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.

Termagants – Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

"BIG BUG" – Larger than Tervigon sized HQ unit. Oval base, hunched over, but wider. Has 18” synapse. Psyker 4. Prime version: Grants FNP and Counter Attack to Nids in 12.” Stats like Tervigon, except 2A. SitW

Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentative powers.

Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricey.

Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character.

Tuesday, August 13, 2013

Ultramarine Rumors



ULTRAMARINES CHAPTER TRAITS

Ultramarines armies may choose 1 of the following three doctrines:

Tactical
The Tactical detachment re-rolls ones, unless they're Tactical Marines, in which case they re-roll all failed To Hit rolls in the Shooting Phase.

Assault
The Assault detachment re-rolls charge ranges, unless they're Assault Squads, Bikes, or Attack Bikes, in which case they get Fleet.

Devastator
The Devastator detachment get re-rolls on Snap Shots and Overwatch shots, unless they're Devastators, in which case they gain Relentless (as long as they're not disembarking from a transport in the Movement Phase).


CHAPTER TRAITS & SPECIAL CHARACTERS

MARNEUS CALGAR (275)


  • Equipped with Artificer Armour by default
  • May upgrade to the Armour Of Antilochus for +10pts
  • Can take three Warlord traits
  • Armour Of Antilochus - his Terminator Armor - does not prevent him from performing a Sweeping Advance, and it has a built in Teleport Homer


VARRO TIGURIUS


  • Mastery Level 3
  • Knows all Psychic Disciplines
  • Can re-roll his dice when determining his psychic powers
  • Can re-roll Reserves rolls (even successful ones)
  • The Hood Of Hellfire is now a Psychic Hood that lets him re-roll failed Psychic Tests


ORTAN CASSIUS


  • 5 points more expensive


CATO SICARIUS

15 points cheaper

TORIAS TELION


  • Same points cost
  • ​Updated with sniper rules for 6th Edition


ANTARO CHRONUS


  • Cheaper
  • Increases the BS of his tank by +1

Sunday, August 11, 2013

ATC wrap up


Wow this event was probably one of the most competitive I've ever attended... Lots and lots of heavy hitters from all over the country. This was not one of my better performances at a GT but my team did pretty good overall. I think based upon my experience I might redesign my Nurgle army list. I didn't have the chance to test it much prior to the GT. I did a lot better the second day with a few games under my belt. I love the theme and all the units in my Plaguewing list.

Here are my matches each round:

Day One
1) vs. Necrons - Gypsy Curse (my opponent won the award for best Necrons)
2) vs. Eldar - 19th Legion
3) vs. Daemons - Skul N Bonz
4) vs. Daemons - Cassus Beli

Day Two
5) vs. Chaos Space Marines w. allied Necrons - Front Armor 15
6) vs. Eldar - Blade & Bolter

Jwolf racked up quite an impressive record with five wins and one draw finishing as the 12th ranked player out of over 170. Remy Colin and Marc Tomlison also did very well too. Josh Conant had a couple of really big wins that helped to keep our team in the top half for the final standings.

A lot of the top gamers from around the country attended... No easy games for me - I had to play the top ranked Necron player in the first round. There were over 30 teams this year and the event was very well run. Hats off to Shane Grubb and his crew. I will definitely be back again next year. I enjoyed every game... Just wish my dice had been better the first two rounds. I really like everyone on my team and hope we can all play together again next year.

Friday, August 09, 2013

BBF GOES TO ATC


Will be reporting all the action here. My team is going for those skullz !!!

My team:

Ender - Drop Pod Space Wolves
Remy Colin - Chaos Daemons
Marc Tomlinson - Eldar
J Wolf - Tau

This is a strong team with two GT winners. I have looked all the army lists for every team and think we can match up well.

There are a lot of SUPER AWESOME people here:

Janthkin
jy2
Goatboy
Blackmoor
Spiky Bitz
3skullz
Darkwynn


Plus a lot more. I'll post up game results each round.

Peace !

Wednesday, August 07, 2013

EVEN MORE SPACE MARINE RUMORS




Space Marine Codex 
176 pages!!!!! $58 
by Robin Cruddace 
Cover pic is a close up Ultra Marine pointing forward into battle 

War Zone: Damnos 
by Phil Kelly 
68pages $33 

Space Marine Stalker/Hunter 
$65 
The three barreled Stalker and the Single large barreled Hunter 

Space Marine Reclusiam Command Squad 
$90 
Includes Razorback 5 man command squad and a space marine chaplin 

Space Marine Captain 
1 model $30 

Space Marine Librarian 
1 model $30 

Space Marine Strikeforce 
39 models $220 

Space Marine Centurion Devastator/ Assault Squad 
3 models $78 

Space Marine Tactical Squad 
10 models $40 

Space Marine Sternguard 
5 models $50 

Space Marine Vanguard 
5 models $40

From the Forge World Betrayal book courtesy of my friend Big Red over on BoLS:

Graviton Gun: 18" S:* AP:4 Heavy1, Blast, Concussion, Graviton Pulse, Haywire

Graviton Cannon: 36" S:* AP:4 Heavy1, LargeBlast, Concussion, Graviton Pulse, Haywire

Graviton Pulse: Instead of rolling to wound normally with this weapon, any model caught in its blast must instead roll equal to or under their Strength on a D6 or suffer a wound (a roll od 6 always counts as a failure). After the Graviton pulse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult and dangerous terrain for the next turn thanks to the gravity flux.

Live Forever



Just before you die
They say you see your life go flashing by
Cold dark endless nights
To burn in hell or bathe in everlight

Well I don't wanna live forever
But I don't want to die...
I may be dreaming or whatever
I live inside a lie

Days pass by too soon
Waiting for the rising of the moon
No escape from here
Facing death but is your conscious clear

I may be dreaming or whatever
Watching my lige go by
And I don't wanna live forever
But I don't wanna die

And I don't wanna live forever
But I don't wanna die
I may be dreaming or whatever
I live inside a lie

Tuesday, August 06, 2013

Live Forever...




Maybe I don't really want to know 
How your garden grows 
As I just want to fly 
Lately did you ever feel the pain 
In the morning rain 
As it soaks you to the bone 

Maybe I just want to fly 
I want to live I don't want to die 
Maybe I just want to breath 
Maybe I just don't believe 
Maybe you're the same as me 
We see things they'll never see 
You and I are gonna live forever 

I said maybe I don't really want to know 
How your garden grows 
As I just want to fly 
Lately did you ever feel the pain 
In the morning rain 
As it soaks you to the bone 

Maybe I will never be 
All the things that I want to be 
But now is not the time to cry 
Now's the time to find out why 
I think you're the same as me 
We see things they'll never see 
You and I are gonna live forever 
We're gonna live forever 
Gonna live forever 
Live forever 
Forever

Monday, August 05, 2013

MORE NEW SPACE MARINE RUMORS



Centurions
The guys are a heavy support choice. They're a marine cased in heavy armor with powerfist with lascannons under slung on one pic and heavy bolters on the other. Think of a heavier terminator armor that a marine straps into. I think this is where Chaos Oblits came from. They look to be on 40mm and I'm really starting to dig these models. 

The Hunter
I believe this will be anti-air rhino. Its a cross between Vindicator Heavy Armor and a whirlwind style weapon mounted on the back. It comes with two cannons that have three barrels.





Sunday, August 04, 2013

Saturday, August 03, 2013

NEW SPACE MARINE RUMORS


New Space Marine rumors are hitting, and it looks like its going to be a fairly large. With the source chiming in for a September release, September 7th looks like the release date. Also inside are Grav weapons that wound against armour saves instead of toughness and much more.


One thing of note, from this rumor, it looks like a ltd edition cover of the Black Templars once again has us talking about Black Templar being wrapped up into the Space Marine codex. Lets hope that one does not turn out that way. We have heard from sources and Designers at events that no codices will be lost.

Other space marine rumors here, seem to validate a lot of what we have been hearing, The new codex will be geared towards Space Marines, and not Ultramarines, with options for altering the Chapter Tactics on the chapter that is being used. It will be interesting to see how that translates to supplements.

Please remember that these are rumors.

via Best_Pone oin Warseer
Up for release in September is the new Codex: Space Marines.

- There will be 7 Ltd Ed varients. 6 of these will be covers for First Founding chapters, whilst the 7th will have Black Templars on the cover.

- New weapon family: Grav weapons. I believe these wound against the armour save (so terminators would be wounded as if they had a toughness of 2).

- First Founding chapters will be getting a substantial section each to themselves, so hopefully this can be looked as as Codex: Space Marines instead of Codex: Ultramarines. This will also show in a rule called Chapter Tactics, for which the effects depend on the chapter being played.

- There is a new armour type that at first glance looks to be somewhere between a terminator and a dreadnought - looking more closely, it appears to go over the marine's power armour however.
- This new armour can be armed in 2 ways, depending on the user. The devastator version has either a bolter array or missile launchers mounted on the chest armour, whilst the gauntlets can be armed with heavy bolters, lascannons or grav cannons. The assault version has a bolter array or frag launchers mounted on the chest armour, with assault drills mounted on the gauntlets.

- There are 2 new AA tanks. One tank veterans will already be familiar with as the Hunter, armed an AA missile launcher. The other tank mounts 2 tri-barreled turrets instead.

- There is a new tactical squad. Lots of options as you'd expect, but of particular interest will probably be the grav pistol and grav rifle.

- A new plastic Sternguard veteran squad.

- A new plastic Vanguard veteran squad.

- New plastic characters: a captain, a librarian and a chaplain.

Friday, August 02, 2013

Protocols of evil


Do you hear the thunder, raging in the sky?
Premonition of a shattered world that's gonna die
In the age of reason, how do we survive?
The protocols of evil ravage through so many lives

So many lives
So many lies

Mystifying silence, talking peace on Earth
We should just join for ourselves, not what we're worth
Sustainable extinction, a fractured human race
A changing revolution disappears without a trace

Without a trace
Without a trace

Alright yeah!

Always felt that there'd be trouble
Mass distraction hides the truth
Prozac days and sleepless hours
Seas of change that don't bear through

Oh yeah!

These times are heavy
And you're all alone
The battle's over, but the war goes on
Politics, religion, love of money too
It's what the world was built for
But not for me and you, oh yeah!

So many lives
So many lies