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Blood Vow

Happiness is success... (Buddha)

Sunday, May 31, 2015

Interrogator Chaplain


I don't know if it's a new miniature or a conversion but it looks awesome.

Thursday, May 28, 2015

ATC 2015 Team Power Rangers Roster


BBF - Daemonkin
Teddy Woody - Necrons
Cullen Burns - Tau
Andrew Standiferd - Space Marines
Jon Wolf - Imperial Knights

Wednesday, May 27, 2015

New Chaos Knight coming for Khorne (Forgeworld)


You can tell by the picture it's definitely a Knight and a new model - not the craptastic Lord of Skulls. You'll still have to buy the Lord of Skulls but if the points are right and it has better weapon skill and initiative it's going to rock. We know it will have stomp since it's a Knight and that alone is a pretty big deal.

Tuesday, May 26, 2015

Sigismund the first Emperor's Champion


Sigismund was the first Emperor's Champion and the original founder of the Black Templars. His combat prowess is on the level of a Primarch. Sigismund issues an intergalactic challenge to Abbadon following the Horus Heresy that was never answered. Even Rogal Dorn was a bit jealous of Sigismund and rightly so.

This is the new model from Forge World for Warhammer 30k. It's very exciting.

Monday, May 25, 2015

Part 3 - Death Stars and the Current Meta


There is some hate towards the Death Stars. It doesn't really make any sense though if you stop to think about it. It is another product of the rules. Death Stars are no worse than serpent spam, leaf blower or whatever else ails you. There will always be Death Stars because of how GW writes their rules. Here is a partilist of Death Stars from 3rd edition through 7th edition and it is by no means totally comprehensive:

3rd Edition
Flesh Tearers Death Company
Ulthwe Seer Council

4th Edition
Nob Bikers

5th Edition
DraigoWing
WolfStar
WraithWing

6th Edition
AdLance (not a true Death Star but should be noted)
BeaStar (Ugggggh)
BikeStar or Super Friends
Jetseer Council
ScreamerStar

7th Edition
DraigoStar
Green Tide

Many of these Death Stars dominated the game during the height of their power. Back in 3rd edition GW used to host a GT in England that was very competitive. Every year the top three armies were Blood Angels (huge Death Company), Ulthwe (huge Seer Council) and Iron Warriors. The Ulthwe seer council could take an unlimited number of Warlocks and double the range of their psychic powers - Mind War in particular was very nasty. It is interesting to note that Iron Warriors did not revolve around a Death Star build.

It was said that with the end of rhino rush in 4th edition the Blood Angels had been reigned in but by using jump packs in truth they became even more potent and Death Company numbering over 10 models including a Chaplain became possible plus this was when Litanies of Hate came about coupling re rolling missed hits on the charge with Furious Charge and 4++ Feel No Pain. A lot of people don't know it but Gav Thorpe wrote the notorious 3rd edition Blood Angels codex which introduced the rules for Feel No Pain and Furious Chsrgs.

I predict there will be new Death Stars such as the new Imperial Knight formation in which the Knights are an actual squadron - casting Invisibility on them with make for a unit much stronger than AdLance ever was.

Sunday, May 24, 2015

Part 2 - Death Stars and the Current Meta


So in a recap from the first article Death Stars help to create internal balance to the competitive meta. People are thinking the introduction of ranged D en masse spells the end of Death Stars. The psychic power Invisibility from the psychic lore Telepathy is the best counter to D weapons. Death Stars will still be a big part of the game due to this power. Here is an example of a new Death Star using two eldar CADs and Harlequins:

4x Farseers - jetbikes

Harlequin jetbike squad

This is superior to jetseer council for several reasons:

— Warlocks aren't all that good
— Harlequin jetbikes are fearless, have Hit and Run and are good in assault
— Harlequins add warp charge (not the jetbikes but a detachment or formation)

Let's call this combination the HarlieStar... Lol. It's the fastest with eldar jetbikes. Add in Fortune plus Invisibility and it becomes nigh unkillable. This is just one example of a new Death Star.

Some of Kenny's White Scars and Space Wolves




Saturday, May 23, 2015

Part 1 • Death Stars in the Current Meta


Love them or hate them I think death stars will always be a part of the game as we know it. Here is my definition of a death star based upon my gaming experience -

A Death Star is a highly mobile unit that is nigh unkillable due to buffs such as psychic powers or wargear. Usually there are two or more linchpin characters attached to the unit that can tank a lot of damage or even restore wounds. Death Stars are often most powerful in the assault phase and can quickly eliminate multiple enemy units. There are also Death Stars that excel in the shooting phase. Meleecentric Death Stars seem to be the best though at the removal of enemy units via initiating multi assaults as opposed to being able to typically only target two enemy units per turn.

An interesting Death Star that is good at both shooting and assault is DraigoStar which is composed of the following units:

Lord Khaldor Draigo - Grey Knight Grand Master - Level 2 Psychic Mastery (Santic) - Special Character - Lord of War
Grey Knight Librarian - Level 3 Psychic Mastery (Divination) - HQ
Chief Magister Severian Loth - Red Scorpion Librarian - Level 3 Psychic Mastery (*) - Special Character - HQ
Centurion Devastator Squad - Red Scorpions (**)

* I choose the Telepathy lore for Loth - he can pick his powers and I choose Invisibility, Psychic Shriek and Terrify.

** I equip the Centurions with grav cannons and chest missiles. The sergeant has a twin linked lascannon and omniscope so DraigoStar can split fire.

To give an example what DraigoStar can do one game versus the previous eldar codex they first shrieked a terrified eldar jetbike unit deleting them, split fired the grav cannons into a wave serpent destroying it and fired the lascannon into a Wraithknight wounding it then multi charged the Wraightknight and another wave serpent destroying them both as well. Note Draigo had force up which made it easy to take out the Wraithknight. The Grey Knight Librarian took down the wave serpent with his Nemesis daemonhammer.

DraigoStar is highly mobile since Draigo has the Santic psychic power Gate of Infinity which allows the unit to teleport.

I write a lot about BikeStar here so I won't go into detail about them... Suffice to say BikeStar is also good at both shooting and assault.

Invisibility is the key to running Death Stars now as it protects them from ranged D weapons. As I said above some hate Death Stars and do not like them but they actually help to balance the game. Hit and Run or Gate of Infinity both help to prevent the opponent from tarpitting them.

Thursday, May 21, 2015

How to order BeakyCon5 World Eater dice


Here is how to order BeakyCon5 World Eater dice. Shipping is $5 for orders if you're not attending the GT.

GT Members:
• 6 = $5.00
• 12 = $10.00
• 24 = $20.00

Others:
• 6 = $10.00
• 12 = $15.00
• 24 = $25.00

Pay via PayPal to:

moodhoney@yahoo.com

Put BeakyCon5 Dice in the subject line and the number of dice you're ordering in (..).

If you're not attending the GT make sure to include your shipping address. Dice will be shipped the first week of October.

BeakyCon5 World Eaters Dice

Here is the design...


World Eaters Beaky Dice

This year the icon chosen for Beaky dice is that of the World Eaters...


Here is the dice we have chosen:


You can order Beaky dice in lots of six (e.g., 6, 12, 24, etc.).

This year the dice are available for purchase to the general public. Pricing is still to be determined. We will soon have a photo showing what the dice will look like.

Tuesday, May 19, 2015

BikeStar list for Texas WarGamesCon


- White Scars - CAD

Chapter Master
Bike - Artificer Armor - Auspex - Shield Eternal - Power Fist

Librarian
Level 2 Psychic Mastery
Bike - Force Axe - Meltabombs

Command Squad
Bikes
Company Banner - 4x Stormshield - 4x Grav Gun - Thunderhammer
Apothecary

5x Biker
2x Grav Gun
Sergeant - Combi Grav - Meltabombs
Attack Bike - Multi-Melta

5x Biker
2x Grav Gun
Sergeant - Combi Grav - Meltabombs
Attack Bike - Multi-Melta


Space Wolves - Champions of Fenris

Wolf Lord
Thunderwolf Mount - Runic Armor - Stormshield - Thunderhammer

Rune Priest
Level 2 Psychic Mastery
Bike - Runic Armor - Force Axe - Meltabombs

Iron Priest
Bike - Cyber Wolf

Iron Priest
Thunderwolf Mount - Cyber Wolf

9x Grey Hunter
2x Meltagun - Power Axe - 9x Chainsword
Wolf guard - Stormshield - Power Fist
Drop Pod

Texas WarGamesCon


I've registered and will be bringing BikeStar for their final hurrah !

Tuesday, May 12, 2015

Sticking with the New Direction or Playing by the Rules (PGR)



As has been said many times GW loves to just throw their shit over the fence and act like it don't stink. I still remember Black December when Escalation and Stronghold Assault were both released with no prior warning or explanation... It was the "Just deal with it dude." attitude again. Most companies cannot afford to operate in such a manner if they run for profit and not supported by the government.

There was a really big reaction then finally 7th edition was released which kind of fixed things. A lot of people left the hobby during the interim. I suspect GW focus 90 percent or more of their attention on players new to the game... Think about it. They do not care about the turn over.

In my opinion they just did it again throwing more of their shit over the proverbial fence. I always promote playing the games by their rules accepting 7th edition for what it is and I still do after a lot of soul searching and much discussion with other positive minded individuals. I want to say now I fully support guys like Michael Brandt, Hank Edley and Reecius who are doing so many great things for the hobby... They carry a heavy load. They have to do what they think is best for the community at large and I know they really listen to their customers. We need them to be successful and they all have a huge impact on how we play the game here in the U.S.

Like I said above I always promote playing the game by the rules (PGR) with the least amount of restrictions and no changes to the rules. This philosophy of mine was challenged by the release of the new eldar codex. The inclusion of access to multiple Lords of War and ranged D weapons is going to change the game - no one can deny it. I'm sure there will be more of the same as demonstrated just last week with the release of the new Imperial Knights codex and that right there is the fundamental reason why I still support PGR.

I know Phil Kelly and he really loves his space elves - it really shows too. Many of the 7th edition codices that have been released prior to it are very lackluster in my opinion. It's not so bad really for the Imperium if you can use multiple sources, detachments and formations. Some competitive players have told they feel they can't compete using the lackluster codices they love to design their armies against the top armies unless they have access to things like allies from the Come the Apocalypse column. If you know me then you know I'm not a fan of CtA. I do really respect and appreciate players who are honest explaining why they need it... That is what it is - no one wants to listen to some bogus reason why it's actually according to the background for whatever reason.

I run a small annual grand tournament (BeakyCon) and this will be our five year anniversary. I really appreciate all the support from all the great people here in Florida that come out every year to support us. I also really appreciate the support from fantastic people like Jeff Wilhelm from Dragon Forge and Mr. Justin McCoy from Secret Weapon Miniatures that are so kind and generous to sponsor us !

I try my best to listen to my local community which covers a large portion of Florida - believe me when I tell you there are a lot of 40k players down here ranging from people who have just started playing to ancient veterans that have stuck with it since the original Rogue Trader days of old. What I can say for certain is there will definitely be some new faces at BeakyCon this year. It's sad to see some not returning but such is the way of life in everything. BeakyCon is held every October - to me it's just not feasible to continually comp the rules from now to then in so many ways; I have to go with it and plan accordingly.

What I can tell you in conclusion is I see the game going more towards the total acceptance of unbound armies each and every day. I could make some analogies with other games but I won't waste your time assuming you've read this far. You might not want to believe it but it's true following the course GW is heading now. There could a corporate level cultural shift at GW but I don't see it happening any time soon. So now you might understand why I feel the way I do and the main reasons for my decisions.

Monday, May 11, 2015

Conclusion - Khorne vs. Tyranids (2000 points)


MID GAME ANALYSIS
The Blood Tithe can build up very quickly - especially when you reach hand to hand combat. Most armies don't have much in the way of dedicated melee units so Khorne Daemonkin can tear through them... Even Tyranids now seem geared more towards shooting. I'm hoping to be able to summons a Bloodthirster just for the fun of it and see if it can do anything productive. If nothing else it'll be a great distraction unit assuming it comes in which can be a gamble on 8 Blood Tithe points since it requires a leadership test. That is one of the reasons I run Berzerkers and Chaos Space Marines since the champions have high leadership.

Notice that multi-wound models such as the Crushers are great versus Mawlocs as you can see in this report plus even the Bloodletters were able to survive due to having an invulnerable save. The same holds true for Flesh Hounds which I'll discuss more in length in the post analysis.

3rd Turn Khorne
This can be the turn to put the coffin in the nail ! Luckily the Hormagant brood to my right just failed the charge even with fleet into my Crushers which could have potentially kept them locked in combat this turn. The Tyranid menace is exposed on all fronts as you'll see... Time to make the most of it.

The Bloodletters rush out of the ruin keen to seek revenge on the Mawloc while the Crushers canter up to charge the Hormagants that failed their charge last turn. The dreadclaw assault pod goes into hover mode beside the other Hormagant brood and Venomthrope. The land raider moves up a bit to disgorge the Chaos Space Marines to assault the Zoies located in the central building.

The Typhon fires its ordnance on the Zoies in the far building but the brood passes all its invulnerable saves. The Typhon and land raider then fire their lascannons into the Mawloc striping three wounds.

The Crushers then charge the Hormagants wiping them out for another Blood Tithe point. The Berserkers multi charge the other Hormagant brood and Venomthrope wiping them all out. The Chaos Space Marines charge the Zoies wiping them out and finally the Bloodletters assault the wounded Mawloc and finishing it off as well bringing the Blood Tithe count up to 8 ! Note the Daemonkin Lord is now S10 due to Goredrinker and I lost another Crusher to the gants.

First Blood; Blood Tithe: 8

3rd Turn Tyranids
The Tyranids must rise to challenge with diminishing forces ! The last Mawloc crashes back in on top of the Crushers scattering partially over the Zoies in the building. I lose another Crusher and the Zoie brood loses one as well. The Mawloc then goes back into reserve again.

Warp blast from the two Zoies manage to strip two hull points from the land raider and blow off the twin linked heavy bolter. The Flyrant fails to successfully cast warp blast this turn.

The Flyrant swoops on top of the building drawing a bead on the Crushers while the remaining Zoies and Tyrannofex take aim on the land raider. This turn the Flyrant finds its mark blasting two more Crushers off the table bringing the unit down to the last one along with full command (i.e., two Lords and Herald). The Tyrannofex then strips another hull point from the land raider bringing it down to its last one.


4th Turn Khorne
I go for the Bloodthirster successfully summoning the greater daemon through the Chaos Space Marine champion... w00t !

As this point the game is pretty much a foregone conclusion so I'll wrap it up now.


POST GAME ANALYSIS
What I took away from this game ...

— I am working on building a full squad of Flesh Hounds to replace the Bloodcrushers. The command does all the heavy lifting while Flesh Hounds can scout and tank more wounds.

— I'm not 100 percent sold on the Typhon yet. It's a lot of points which could go elsewhere in the army but unlike most Daemonkin armies I've seen I think it's a wise investment to have some long ranged shooting to act as the anvil. For the points though I could get another land raider and a decked out Soul Grinder. The S10 AP2 7" ignore cover blast is really a big threat versus most armies but my worry is a Wraithknight one shotting it with long range D.

— I'm really happy with the two Lords and Herald... They are very resistant to enemy maledictions and do all the heavy lifting in melee... The Crushers were mainly there to tank wounds. I made an ungodly number of saves versus the Flyrant which was probably a real game changer. It'd be much tougher versus three or more with average saves so thinking ahead it's very important how you manage your assaults to stay locked in combat during the enemy turn which worked out well for me this game.

— In case you are wondering the greater daemon did not manage to reach close combat this game since it ended after the fifth and final turn. It was still exciting to build up the Blood Tithe and bring him into corporeal space. Probably army wide FNP for the Daemonkin detachment is the better bet but it sure was fun to swoop the Bloodthirster one turn vector striking the old Flyrant.

Overall I think Daemonkin can be competitive enough to challenge the top armies in the current meta but you better have a solid plan and well designed army list.

Finally here is the reply from Forgeworld regarding the Typhon.

Part 2 - Khorne Daemonkin & Chaos Space Marines vs. Tyranids (2000 points)


"I smell the foul ichor of tainted xenos." says Magnus. "Their blood and skulls are as good as any other." he grimaced as he gave the signal to charge. "Tear them limb from limb!" The Juggernaughts gnash their metal teeth in anticipation of the soon to come carnage.

1st Turn Khorne
Not much to do this turn and I forgot to bring in the dreadclaw assault pod. The two Lords and Herald attached to the Crusher squad amble into the ruin beside the Typhon for cover. Typhon and land raider pivot.


Shooting from the Typhon deletes the majority of one Hormagant brood, wounds the Carnifex and eradicates three more Hormagants from the other brood. The Typhon fires one lascannon into the Carnifex dropping another wound. The land raider then manages to drop one more wound. This game it happened quite a lot I would bring a monstrous creature down to its last wound but not be able to finish it off that turn.

Blood Tithe: 0

1st Turn Tyranids
To my left immediately the cagey Flyrant that had been hiding behind a building takes to the air to draw a bead on my Crushers. The Alpha Warrior splits off from the small brood of Hormagants joining the larger brood and they surge forward supported by the Carnifex. The smaller brood of Hormagants drop back behind a small piece of terrain to hide from the Typhon. The Tyrannofex moves up to the side of the building drawing a bead on the land raider while the Zoies hold their position inside.

To my right the other swarm starts to move forward with the other brood of Zoies leading the way.

The Tyranids cast the FNP psychic power successfully over to my left juicing the Tyrant and wounded Carnifex. Warp blast is cast on my Crushers but is easily denied.

Shooting sees the Crushers only lose one model to the Tyrant's devourers thanks to cover from the ruin and the Tyrannofex rupture cannon bounces harmlessly off the land raider.

Nothing major this turn but things will start to liven up soon.


2nd Turn Khorne
The dreadclaw assault pod comes in automatically landing far to my right.


The Bloodletters also arrive deep striking into the same ruin housing the Crushers and they stick it. The Crushers move forward out of the ruin straight towards the Tyranid menace right next to the Alpha Warrior, Hormagants and wounded Carnifex. The land raider moves a bit to shield the Typhon from any incoming warp blast. The Typhon moves to the left so it can draw line of sight to one of the gaunts cowering behind cover.

The Bloodletters run inside the ruin to spread out expecting one of the Mawlocs to land on them then the shooting commences.


The Typhon drops ordnance on the poor gants vaporizing them back to the spore pools and a lascannon sponson puts an end to the Carnifex as well... two Blood Tithe points just like that.

The Crushers then charge the Alpha Warrior and gants with the Herald issuing a challenge to the Alpha Warrior. The Lord with Goredrinker swings first with the Axe of Khorne to ratchet up his kill count... The other Lord finishes off the rest of the gants for another Blood Tithe point. The gants are able to drag down another Crusher in their final death throes. Finally the Herald deals two wounds to the Alpha Warrior taking none in return, keeping them locked in combat.


First Blood, Blood Tithe: 3

2nd Turn Tyranids
Both Mawlocs come in from reserve. One lands clipping my Crushers but scatters off harmlessly. The other lands on top of the Bloodletters with minimal scatter but due to the spread and some hot invulnerable saves I only lose one daemon then the Mawloc goes back into reserve.


One of the Hormagant broods over to my right makes a move towards the Crushers hoping for a long charge while the Flyrant circles over the Bloodletters (still zooming). The Zoies to my right move into a ruin closing in towards my heavy armor.

The start of the psychic phase sees the Tyrant fail to successfully cast warp blast versus the land raider. It does manage to successfully cast FNP on itself and the Alpha Warrior.

Tyranid shooting then commences... He fires into the Bloodletters but I only lose two again due to cover from the ruin - amazing. The Tyrannofex then misses both shots with its rupture cannon.

The Herald dispatches the Alpha Warrior for another Blood Tithe point and takes a wound in return.


Blood Tithe: 4

Part 1 - Khorne Daemonkin & Chaos Space Marines vs. Tyranids (2000 points) Batrep


Spore pods began to ran from the blood red boiling skies blotting out the crimson sun above... A splinter of the Hive Fleet touching down upon a forgotten crone world on the very edge of the Eye of Terror. Lord Magnus rose up mounting his Juggernaught as the Khorne Herald blew into his horn calling upon the nearby forces of the Skull God. An ancient war engine broke loose from its shackled bindings - the possessed mind spirit spooled through the data incoming from the warped auguries seeking for targets to destroy. Quickly a squad of humongous Bloodcrushers lead by the other Khorne Lord cantered in beside Magnus. Steam spouted from the Juggernaughts' wide nostrils as they pawed the hard dirt. "Skulls for the Skull God!" cried the Herald as they broke into a charge strsight into the very heart of the alien horde.

I had a good game yesterday versus Tyranids. Here's my army list:

Daemonkin Combined Arms Detachment

- HQ -
Chaos Lord (210) /Warlord * Warlord Trait (3) +1 attack
Melta Bombs - Sigil of Corruption - Collar of Khorne - Juggernaut of Khorne - Axe of Khorne - Goredrinker

Herald (100)
Juggernaut of Khorne - Lesser Locus of Abjuration

- Elite -
4x Bloodcrushers (250)
Banner of Blood
Bloodhunter

- Troops -
Berzerkers (222)
7x Berzerkers - Icon of Wrath
Berzerker Champion - Melta Bombs 5 - Lightning Claw - Power Fist

Bloodletters (85)
7x Bloodletter
Bloodreaper

- Lord of War -
Chaos Typhon Heavy Siege Tank (410)
Armoured Ceramite - Lascannon sponsons


Chaos Space Marines Allied Detachment

- HQ -
Chaos Lord (180)
Mark of Khorne - Melta Bombs - Sigil of Corruption - Juggernaut of Khorne - Veterans of the Long War - Axe of Blind Fury

- Troops -
Chaos Space Marines (202)
7x Chaos Space Marines
Mark of Khorne - Veterans of the Long War - Icon of Wrath - Close Combat Weapons - Meltagun
Aspiring Champion - Melta Bombs - Mark of Khorne - Power Axe - Veterans of the Long War

- Heavy Support -
Chaos Land Raider (240)
Extra Armour

- Fast Attack -
Chaos Dreadclaw Drop Pod (100)

Notes:
1) Berserkers ride in the Dreadclaw.
2) Chaos Space Marines ride in the land raider.
3) I have sent an email to Forgeworld to see if it's okay to include Typhon in the Daemonkin army - I wanted to see if I want to run it so this was its test match and my opponent was okay with it. Note Forgeworld replied it will be addressed in an upcoming FAQ.







Here is the Tyranids army:

- HQ -
Tyrant - Wings - 2x Twin Linked Devourer /Warlord

Alpha Warrior - Rending Claws - Barbed Srangler

- Troops -
12x Hormagant - Adrenal Glands
12x Hormagant - Adrenal Glands
12x Hormagant - Adrenal Glands
12x Hormagant - Adrenal Glands

- Elites -
3x Zoanthrope
3x Zoanthrope
Venomthrope

- Fast Attack -
Mawloc
Mawloc

- Heavy Support -
Carnifex - Stranglethorn Cannon - Bioplasma
Carnifex - Stranglethorn Cannon - Bioplasma
Tyrannofex - Rupture Cannon


I don't remember all the psychic powers rolled for the Tyranids but they did get a lot of Warp Blast which can double out any multi-wound model in my army and could do some serious damage to my heavy armor.

The mission was Crusade with five objective markers spread evenly across the table. Deployment was Dawn of War. No night fight. I won the roll to go first and took it. I would be holding the Bloodletters in reserve to deep strike along with the Berserkers in the Dreadclaw. My opponent held both his Mawlocs in reserve.

Here is a picture taken midway through the game which shows the table layout:


Here is my deployment:


I castled the two tanks with the HQ attached to the Crushers behind them so I'd have some cover if Tyranids seize.

Here is the Tyranid deployment:



As you can see the Tyranids split their deployment setting up in their two table quarters.

Tyranids failed to seize.


PRE GAME ANALYSIS
I decided to focus on one cluster of the Tyranids first going for the broods to my left - less intervening terrain to block line of sight for the Typhon plus more objective markers on that side of the table. That cluster contained two broods of Hormagants, one brood of Zoanthropes, Alpha Warrior, one Carnifex plus the Flyrant and Tyrranofex in support. I will just have to ignore the Flyrant as I don't want to waste any of my limited fire power. The Berserkers will come in on my right side to deal with the other cluster supported by the Chaos Space Marine squad.

Friday, May 08, 2015

Sacrifice



It's a human sign
When things go wrong
When the scent of her lingers
And temptation's strong
Into the boundary
Of each married man
Sweet deceit comes calling
And negativity lands


Cold, cold heart
Hard done by you
Some things lookin' better, baby
Just passin' through
And it's no sacrifice
Just a simple word
It's two hearts livin'
In two separate world
But, it's no sacrifice
No sacrifice
It's no sacrifice, at all


Mutual misunderstandin'
After the fact
Sensitivity builds a prison
In the final act
We lose direction
No stone unturned
No tears to damn you
When jealousy hurts


Cold, cold heart
Hard done by you
Some things lookin' better, baby
Just passin' through
And it's no sacrifice
Just a simple word
It's two hearts livin'
In two separate world
But, it's no sacrifice
No sacrifice
It's no sacrifice, at all


Cold, cold heart
Hard done by you
Some things lookin' better, baby
Just passin' through
And it's no sacrifice
Just a simple word
It's two hearts livin'
In two separate world
But, it's no sacrifice
No sacrifice
It's no sacrifice, at all


No sacrifice, at all
No sacrifice, at all
No sacrifice, at all
No sacrifice, at all

Wednesday, May 06, 2015

PURE Deamonkin Army - 1850 points



Chaos Lord

Sigil of Corruption + Collar of Khorne + Juggernaut of Khorne + Goredrinker

Herald

Juggernaut of Khorne + The Brazen Rune + Lesser Locus of Abjuration


4x Bloodcrushers

Banner of Blood
Bloodhunter

7x Berzerkers

Icon of Wrath + Chainaxe x7
Berzerker Champion
Melta Bombs + Power Fist + Axe of Khorne

Chaos Land Raider

Extra Armour

7x Bloodletters

Bloodreaper

Chaos Land Raider

Extra Armour

12x Flesh Hounds


7x Warp Talons

Warp Talon Champion

Check it out !!! Gamermancy 40k Campaign



Gamermancy 40k Campaign

Tuesday, May 05, 2015

Warp Talons and Daemonkin


I am very excited about the Warp Talons for Daemonkin armies. As has been pointed out by Kenny Boucher Warp Talons have both Mark of Khorne and Daemon of Khorne which is kind of a big deal and no other unit has this combination. I have not seen anyone running them yet but think they can be competitive, especially as a deep striking unit using a Banner of Blood so they do not scatter. Basically this unit has the potential to be better than any jump infantry unit in the Blood Angels codex with the combination of furious charge, lightning claws, invulnerable save and Feel No Pain via the Blood Tithe. Warp Talons are way better than the Possessed and are less points. S5 on the charge with all those attacks mean they can obliterate many enemy units including even Wraightknights.

I see Warp Talons best utilized as a second or even third wave in your Daemonkin army. Daemonkin has many fast highly mobile assault units that can quickly get to grips with the enemy. As an example you can use a big unit of Flesh Hounds as the first wave to absorb the initial brunt of enemy shooting allowing the rest of your army to get into position. Flesh Hounds are well proven too. If you are not buffing your army with Grimiore or Invisibilty that saves you a considerable number of points which can go towards more assault units. Ideally you want to overwhelm your opponents and the Blood Tithe provides you with lots of strong tricks up your sleeve such as free Bloodthirsters and Daemon Princes.

Warp Talons must be protected so you can get their full potential which one reason why I think typically its best to start them in reserve along with a Heldrake. Fast attack is probably the strongest slot in the force organization chart for Daemonkin so keep that in mind. I think there is a place as well for Bloodcrushers again and being an elite unit frees up another slot for your fast attack.

Is Daemonkin able to go head to head with the top armies? I'm not willing to say no right off the bat even though most will probably just say no. They have lots of potential - it's all about finding the right combination.

Sunday, May 03, 2015

Distort vs. D statistics


versus...


From Dakka Dakka

Against AV14 you're increasing average HP inflicting nearly 6 fold, from 0.33 per single BS4 shot to 1.94 per BS4 shot. Scythes, not benefitting from 6's and having an extra "failure" result increase 4 fold from 0.166 HP per shot to 1.33 HP per shot.

Against a T6 W4 MC, you go from 0.11 ID results per Wraithcannon and 0.55 wounds per shot (including the ID inflicting 6) to inflicting ~3.5x as many wounds with D weapons, an average of 1.944 wounds (and auto-killing regardless of EW on a 6).

The Scythe is a little less clear-cut. The old Scythes inflicted an average of 0.166 wounds (resulting in ID and didn't hurt the MC otherwise) and if that's inflicting ID on a 4 wound MC then we can just increase that number by 4 to 0.66.

The new Scythe is inflicting an average of 1.33 wounds per shot (not inflicting ID).

Basically the older Scythe would outright kill any MC without EW on a 6, but otherwise did nothing, while the new "D-1" Scythes, are inflicting D3 wounds 4x as often but aren't outright inflicting ID. Ultimately, in this case the gap isn't quite as huge as in other instances, on average they'll kill an MC *only* twice as fast as their older counterparts, but still substantial and far less "luck" reliant.

A lot of people have never played against ranged D - they are all in for a surprise. As you can see from the stats above it is very powerful. The almighty land raider stands no chance. While the range is short for Wraithguard it can be made mobile using the Webway portal or via the Santic psychic power Gate of Infinity which when combined with the Divinity psychic powers Forebody and Prescience seems unbeatable.

Friday, May 01, 2015

2k Deamonkin Army List - The Future



Daemonkin CAD


HQ:

Chaos Lord (210)
Melta Bombs - Sigil of Corruption 25 - Collar of Khorne 15 - Juggernaut of Khorne 35 - Power Fist - Goredrinker

Herald (100)
Juggernaut of Khorne - Lesser Locus of Abjuration

Elite:

4x Bloodcrushers (250)
Banner of Blood
Bloodhunter

Troops:

Berzerkers (222)
7x Berzerkers - Icon of Wrath
Berzerker Champion - Melta Bombs 5 - Lightning Claw - Power Fist

Bloodletters (85)
7x Bloodletter
Bloodreaper

Fast Attack:

Chaos Dreadclaw Drop Pod (100)


Chaos Typhon Heavy Siege Tank (410)
Armoured Ceramite 20 - Lascannon sponsons


Chaos Space Marines Allied Detachment


HQ:

Chaos Lord (180)
Mark of Khorne - Melta Bombs - Sigil of Corruption - Juggernaut of Khorne - Veterans of the Long War - Axe of Blind Fury

Troops:

Chaos Space Marines (202)
7x Chaos Space Marines
Mark of Khorne - Veterans of the Long War - Icon of Wrath - Close Combat Weapons - Meltagun
Aspiring Champion - Melta Bombs - Mark of Khorne - Power Axe - Veterans of the Long War

Heavy Support:

Chaos Land Raider (240)
Extra Armour