Warhammer Community has posted an article on Hive Fleet Adaptations today, and by the Emperor, they look as terrifying as hell! Well, most of them, anyway.
So let's see what they have.
Now this is amazing. Especially if you're running a Nidzilla army full of Monstrous Creatures. Getting your dudes into combat is just awesome. This probably combos with Genestealers who can Advance and Charge, and also those Genestealers or whatever units you have popping out from Deep Strike with the Trygon or whatever subterranean tunnel unit you bring them into play with. 9"? No problem. I'll just re-roll that!
This isn't so bad, one thing, because it allows your Genestealers to Advance much further before charging. It also allows any of your Monstrous Creatures to fall back, shoot and charge again, allowing them to strike first every time. Just like my Imperial Knights. Not bad at all. Pretty good, actually, if you ask me.
Ah...good old Leviathan. The same Hive Fleet that gave my dear Imperial Guard forces a beating in the Shield of Baal campaign. Ouch. Anyway, that's actually pretty good, and it's not a copy-paste of Graia or that Eldar thing or whatever Feel No Pain doctrine other armies get. You have to be within 6" of a friendly Synapse unit, after all. What puzzles me is that rule lawyers will argue that a Synapse unit will not benefit from this Adaptation unless it's within 6" of a 2nd Synapse unit. Sigh. Fun times.
Not too bad, will work for your Hive Tyrants, Carnifexes and other high-strength Monstrous Creatures, and even your little critters will benefit from this since the high volume of dice rolls means you'll roll those 1s anyway. So we get to re-roll them! Yay!
This is impressive. Again, it's not a direct copy-paste of the Skitarii Stygies VIII's forge world dogma, Raven Guard's chapter tactic or that Eldar attribute. It's original and fluffy, and keeps the feel of Tyranids. Not bad at all. Pretty amazing, actually. Okay, it's not going to help you win the game, but it will make a huge difference against all those low AP weapons. Like my Guardsmen' lasguns.
Good old Hydra. We already know this. Just keep in mind this only benefits swarms and hordes, and it will not work for Nidzilla lists packed full of solitary Monstrous Creatures like Hive Tyrants, Mawlocs, Trygons and Carnifexes.
Just when I was praising the other Adaptations for being original and not merely copying and pasting, they went and ripped Cadia's regimental doctrine off. Really? REALLY?! While I love this for my Imperial Guard army, I'm very unsure how this will work for Tyranids. The pathetic range on Termagaunts and most Tyranid shooters are about 24", which means you can't hit anything if you don't move at all! This will only benefit the artillery-type Monstrous Creatures like Pyrovores (I think) and Exocrines. I mean, I can see this working in the form of a Spearhead Detachment, but other than that, I just don't know.
Okay, looks like we'll be looking at warlord traits and Bio-artifacts tomorrow, so I'll update you when I get back from college.
About My Blog
Ave Omnissiah!
My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Ryusei, their Household Militia, the Draconian Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.
Featured Post
Retrospective: Imperial Knights
Today, we're going to a Retrospective on...Imperial Knights! I mean, this is primarily an Imperial Knight blog, so obviously if I'm ...
Tuesday, October 31, 2017
Monday, October 30, 2017
Synapse, Shadow of the Warp and stuff!
Wow! Warhammer Community has released a preview on Tyranids (I know I'm late to the party, I just got back from college), and they look absolutely terrifying! Especially for my poor Guardsmen (huh, wonder how that's going to work against my Imperial Knights, though).
Okay, so we already know we have seven Hive Fleet Adaptations. What else do the new Tyranids bring to the table?
Oh gosh, that looks absolutely terrifying. Gulp. Apparently, the updated terrifying Tyranids are more manoeuvrable, more dangerous to enemy psykers (my Primaris Psykers!) and even more resilient to morale tests. Just look at this.
Wait, what?! And they nerfed our Commissars to the ground? Are you kidding me? That said, I doubt any of the Tyranid dudes are as cheap as our Conscripts, so...
Anyway, that's quite the 50% increase in range, Shadow in Warp extending from 12" to 18" and Synapse from 8" to 12". Not bad. That's pretty sweet, and it'll be easier for you Tyranid players to keep your bugs in Synapse range now. Damn it, and they went and nerfed the Commissar. Sigh.
Oh, and they changed Instinctive Behavior, which only allowed your Tyranids to shoot and charge at the closest unit before. If they weren't within 24" of a Synapse unit, that is.
Awesome. Now it's just deduct 1 or 2 from your rolls. That still gives me the strategic advantage if I aim and kill your Synapse units first, but doesn't turn it into an auto-loss for you guys. But 24"...holy Terra, that is a lot!
I feel like building a Nidzilla army now. Oh well.
Anyway, we'll be looking at the Hive Fleet Adaptations tomorrow. All seven of them in one day. That's correct. Well, I know I'm missing out on spoilers because people have already leaked what all the seven Hive Fleet Adaptations are, but well...I'm going to just stick with Warhammer Community so that I have something to update my blog daily. Anyway, see you tomorrow, and I'll go prepare my Guardsmen to face the terrifying Tyranid armies!
Okay, so we already know we have seven Hive Fleet Adaptations. What else do the new Tyranids bring to the table?
Oh gosh, that looks absolutely terrifying. Gulp. Apparently, the updated terrifying Tyranids are more manoeuvrable, more dangerous to enemy psykers (my Primaris Psykers!) and even more resilient to morale tests. Just look at this.
Wait, what?! And they nerfed our Commissars to the ground? Are you kidding me? That said, I doubt any of the Tyranid dudes are as cheap as our Conscripts, so...
Anyway, that's quite the 50% increase in range, Shadow in Warp extending from 12" to 18" and Synapse from 8" to 12". Not bad. That's pretty sweet, and it'll be easier for you Tyranid players to keep your bugs in Synapse range now. Damn it, and they went and nerfed the Commissar. Sigh.
Oh, and they changed Instinctive Behavior, which only allowed your Tyranids to shoot and charge at the closest unit before. If they weren't within 24" of a Synapse unit, that is.
Awesome. Now it's just deduct 1 or 2 from your rolls. That still gives me the strategic advantage if I aim and kill your Synapse units first, but doesn't turn it into an auto-loss for you guys. But 24"...holy Terra, that is a lot!
I feel like building a Nidzilla army now. Oh well.
Anyway, we'll be looking at the Hive Fleet Adaptations tomorrow. All seven of them in one day. That's correct. Well, I know I'm missing out on spoilers because people have already leaked what all the seven Hive Fleet Adaptations are, but well...I'm going to just stick with Warhammer Community so that I have something to update my blog daily. Anyway, see you tomorrow, and I'll go prepare my Guardsmen to face the terrifying Tyranid armies!
Sunday, October 29, 2017
Tyranids Preview up!
Warhammer Community has posted a preview for the Tyranids! Woohoo! No, I'm not a Tyranid player and I'm not going to start Tyranids, but I just thought I might mention it since I'm a fan of fighting against Tyranids. It'll be interesting to pit my Imperial Guard regiments against the might of the Great Devourer, and perhaps for my Adeptus Mechanicus to someday enslave them, so I'll be keeping an eye out on them.
I'll just check what daily previews Warhammer Community has for the Tyranids. Looks like they have seven Hive Fleets, Behemoth, Kraken, Leviathan, Gorgon, Jormungadr, Hydra and Kronos. And guess what? Hydra seems to allow units to re-roll hits in close combat against units they outnumber. Holy Terra! I wonder if there will be Hive Fleet Adaptations for players who want to play Nidzilla, or you know, giant monstrous creatures, rather than swarms and blobs of little critters.
I can't believe I posted this earlier than Natfka. Well, he'll post on this soon enough, and I can read the comments there (since nobody comments on here).
I'll just check what daily previews Warhammer Community has for the Tyranids. Looks like they have seven Hive Fleets, Behemoth, Kraken, Leviathan, Gorgon, Jormungadr, Hydra and Kronos. And guess what? Hydra seems to allow units to re-roll hits in close combat against units they outnumber. Holy Terra! I wonder if there will be Hive Fleet Adaptations for players who want to play Nidzilla, or you know, giant monstrous creatures, rather than swarms and blobs of little critters.
I can't believe I posted this earlier than Natfka. Well, he'll post on this soon enough, and I can read the comments there (since nobody comments on here).
Warhammer 40,000 1,000-point tournament
Today we had a great 1,000-point tournament in Dreamers Vault, Minneapolis, Hiawatha Avenue. If you ever happen to be in the area, please come down there! It's a great place with awesome people. An excellent community who's always willing to have a game with you and teach you the rules. And it so happened that they held a 1,000-point tournament today, for the regulars to have fun!
And it was fun.
I came late, not expecting to be able to take part in the tournament. After all, it was slated to begin from 10am to 6pm, and I had stuff to do in the morning. So I arrived in the afternoon with nothing but my Valkyrie sprues, ready to buy glue, a new Citadel case (because the old one broke), and spend it building my Valkyrie. However, I was allowed to participate in the tournament later in the afternoon because one of the guys had to leave and they were generous enough to offer me his spot. So I took it. But I didn't bring my army, so I had to borrow one from someone. Again, one of the guys was kind enough to lend me his Imperial Guard army because he was playing Space Marines. I really appreciate it, and I can't express my gratitude enough.
I borrowed 4 Leman Russ tanks to build a Spearhead Detachment and give them Objective Secured. Heh, come on. All of you know by now what a big fan of tanks I am. I've been playing Armored company since 7th Edition. And then I rounded up the points with a Valkyrie assault carrier. My list comprised of a Tank Commander in a Leman Russ main battle tank with a lascannon and multimeltas, 3 Leman Russ Executioners with plasma cannon sponsons - 2 with lascannons, 1 with heavy bolters. The Valkyrie came with Hellstrike missiles, a lascannon and 2 heavy bolters.
Match 1
My first opponent was Chaos Space Marines, Word Bearers Legion that featured a Bloodthirster, a Daemon Prince, 10 Cultists, Chaos Spawn, a Hellbrute with multimelta and a single Chaos Predator with autocannons and lascannons. The mission was Cleanse and Control/Conquer or something like that, where we drew 3 tactical objectives and try to fulfil them as the game went on. Every time we accomplish one objective, we generate a new one. Stuff like that.
My opponent drew control Objective marker 1 for 2 turns, Blood and Guts (Destroy a unit) and another control Objective but roll a D6 to decide which one, and if he snatches it from me, he scores D3 victory points instead. I drew control Objective marker 2 for 2 turns, Blood and Guts as well and Assassinate (kill a character).
I ended up going first, and without further ado, I opened up all my tanks on the Chaos Predator and destroyed it. First Blood, and Blood and Guts for me. The heavy bolters on the Valkyrie cleared off a few Chaos Cultists, maybe half of them, and then the last Executioner put a wound or two on the Hellbrute.
My opponent then moved all his guys forward, advancing his Daemon Prince and Bloodthirster. His Hellbrute opened fire with his multi-melta on one of my tanks, only to roll a 3 to wound. So nothing happened. He captured Objective 1, but of course couldn't claim it until the next turn. As for the random objective, he rolled a 4, which was the objective one of my tanks were sitting on. Objective Secured Leman Russ tank, I might add.
With the Bloodthirster so close to my tanks, I got super-nervous, and pumped every shot from my 2 tanks and Valkyrie into it. Despite having a 5++ invulnerable save, it only made 1 of those out of more than 12 (maybe 18?) wounds, and died. My opponent's rolling was so horrid and unlucky I actually felt sorry for him. Meanwhile, the heavy bolters erased the remaining Chaos Cultists, and my last 2 Leman Russ Executioners blew up the Helbrute, leaving only the Chaos Spawn. That netted me Assassinate and Slay the Warlord, and by now I had controlled Objective 2 for 2 consecutive turns. I had generated capture Objective 3, but obviously there was no way I was going to move my tank forward. Speaking of which, he had a single Daemon Prince capturing Objective 3, and the poor guy died to plasma as well. By the end of my shooting in turn 2, the only unit my opponent had was Chaos Spawn, who couldn't do anything - even recapturing Objective 1 would result in them being shot to death by my Leman Russ tanks.
I had all but essentially tabled my opponent. Not only that, he failed to put a single wound on any of my tanks. The only damage my Leman Russ tanks suffered were the mortal wounds caused by me supercharging plasma cannons and Executioner cannons and despite the Cadian re-rolls of ones I ended up rolling those ones a second time. Oh well. That was pretty one-sided to the point I felt absolutely sorry for my opponent and wished he had made more invulnerable saves rather than the single one for the Bloodthirster.
Match 2
This time my opponent was Tyranids. He brought a Swarm Lord with Genestealers, Hive Tyrant, Tyranid Warriors, Hormagaunts, a Carnifex and a Mawloc. This time, the game was Big Guns Never Tire. That made me nervous because my army was essentially Heavy Support based, hence giving away a lot of points to my opponent.
Even though I was supposed to start first, my opponent stole the Initiative, and then moved and advanced his Tyranids toward me. His Mawloc Deep Struck but I rolled 2 ones in a row and it failed to put any mortal wounds on them. Holy Terra, thank the Emperor. But now I had a monstrous creature in my backlines bearing down on 2 of my tanks. The Genestealers charged, and I killed a couple of them in overwatch. Not bad.
My turn came and I basically killed the Mawloc and the Carnifex with lots of shooting. I also wiped out the Genestealers and took out a couple of Hormagaunts. Obviously I refused to budge, but with a bunch of bugs descending upon my tanks' positions, things weren't looking good.
The Hormagaunts charged, and I used Defensive Gunners Stratagem, and wiped them out in overwatch. Yeah. Hilarious. The Swarmlord charged, and this time it wasn't funny because it made it in. The Hive Tyrant and the Tyranid Warriors failed their charges, though. The Swarlord than ripped my poor Leman Russ Executioner open in combat, leaving him with just 2 wounds.
I then had my injured Leman Russ Executioner fall back toward the Tyranid Warriors, and opened fire. I annihilated the Tyranid Warriors and Swarmlord. But because the Hive Tyrant was out of view from 2 of my tanks, I couldn't fire on him.
In the third turn, with only the Hive Tyrant remaining, my opponent used smite to destroy my injured Leman Russ Executioner. He then charged my Tank Commander, and I used the Defensive Gunners Stratagem again. This time, I killed the Hive Tyrant in overwatch, and...that was it. My opponent was tabled by turn 3. Another fairly one-sided game, but at least this time my opponent succeeded in taking out a single Leman Russ tank!
So I ended the tournament with 2 victories and 0 losses. Not bad. I was pretty lucky to come up against fairly new opponents. If I had been matched against experienced, skilled opponents like the Tau guy who has always been beating me in the past, I would have lost. Speaking of which, I should prepare for my rematch against him next week. I have yet to post Battle Report 17, but that was a match where I lost to him last week. I was too busy last Saturday and over the weekdays to write abut it, and when I wanted to write about it today, I had to update the blog on today's tournament.
Once again, I welcome you guys to visit Dreamers Vault for Warhammer 40,000 stuff and games. It's a great place, and the people there are really nice!
And it was fun.
I came late, not expecting to be able to take part in the tournament. After all, it was slated to begin from 10am to 6pm, and I had stuff to do in the morning. So I arrived in the afternoon with nothing but my Valkyrie sprues, ready to buy glue, a new Citadel case (because the old one broke), and spend it building my Valkyrie. However, I was allowed to participate in the tournament later in the afternoon because one of the guys had to leave and they were generous enough to offer me his spot. So I took it. But I didn't bring my army, so I had to borrow one from someone. Again, one of the guys was kind enough to lend me his Imperial Guard army because he was playing Space Marines. I really appreciate it, and I can't express my gratitude enough.
I borrowed 4 Leman Russ tanks to build a Spearhead Detachment and give them Objective Secured. Heh, come on. All of you know by now what a big fan of tanks I am. I've been playing Armored company since 7th Edition. And then I rounded up the points with a Valkyrie assault carrier. My list comprised of a Tank Commander in a Leman Russ main battle tank with a lascannon and multimeltas, 3 Leman Russ Executioners with plasma cannon sponsons - 2 with lascannons, 1 with heavy bolters. The Valkyrie came with Hellstrike missiles, a lascannon and 2 heavy bolters.
Match 1
My first opponent was Chaos Space Marines, Word Bearers Legion that featured a Bloodthirster, a Daemon Prince, 10 Cultists, Chaos Spawn, a Hellbrute with multimelta and a single Chaos Predator with autocannons and lascannons. The mission was Cleanse and Control/Conquer or something like that, where we drew 3 tactical objectives and try to fulfil them as the game went on. Every time we accomplish one objective, we generate a new one. Stuff like that.
My opponent drew control Objective marker 1 for 2 turns, Blood and Guts (Destroy a unit) and another control Objective but roll a D6 to decide which one, and if he snatches it from me, he scores D3 victory points instead. I drew control Objective marker 2 for 2 turns, Blood and Guts as well and Assassinate (kill a character).
I ended up going first, and without further ado, I opened up all my tanks on the Chaos Predator and destroyed it. First Blood, and Blood and Guts for me. The heavy bolters on the Valkyrie cleared off a few Chaos Cultists, maybe half of them, and then the last Executioner put a wound or two on the Hellbrute.
My opponent then moved all his guys forward, advancing his Daemon Prince and Bloodthirster. His Hellbrute opened fire with his multi-melta on one of my tanks, only to roll a 3 to wound. So nothing happened. He captured Objective 1, but of course couldn't claim it until the next turn. As for the random objective, he rolled a 4, which was the objective one of my tanks were sitting on. Objective Secured Leman Russ tank, I might add.
With the Bloodthirster so close to my tanks, I got super-nervous, and pumped every shot from my 2 tanks and Valkyrie into it. Despite having a 5++ invulnerable save, it only made 1 of those out of more than 12 (maybe 18?) wounds, and died. My opponent's rolling was so horrid and unlucky I actually felt sorry for him. Meanwhile, the heavy bolters erased the remaining Chaos Cultists, and my last 2 Leman Russ Executioners blew up the Helbrute, leaving only the Chaos Spawn. That netted me Assassinate and Slay the Warlord, and by now I had controlled Objective 2 for 2 consecutive turns. I had generated capture Objective 3, but obviously there was no way I was going to move my tank forward. Speaking of which, he had a single Daemon Prince capturing Objective 3, and the poor guy died to plasma as well. By the end of my shooting in turn 2, the only unit my opponent had was Chaos Spawn, who couldn't do anything - even recapturing Objective 1 would result in them being shot to death by my Leman Russ tanks.
I had all but essentially tabled my opponent. Not only that, he failed to put a single wound on any of my tanks. The only damage my Leman Russ tanks suffered were the mortal wounds caused by me supercharging plasma cannons and Executioner cannons and despite the Cadian re-rolls of ones I ended up rolling those ones a second time. Oh well. That was pretty one-sided to the point I felt absolutely sorry for my opponent and wished he had made more invulnerable saves rather than the single one for the Bloodthirster.
Match 2
This time my opponent was Tyranids. He brought a Swarm Lord with Genestealers, Hive Tyrant, Tyranid Warriors, Hormagaunts, a Carnifex and a Mawloc. This time, the game was Big Guns Never Tire. That made me nervous because my army was essentially Heavy Support based, hence giving away a lot of points to my opponent.
Even though I was supposed to start first, my opponent stole the Initiative, and then moved and advanced his Tyranids toward me. His Mawloc Deep Struck but I rolled 2 ones in a row and it failed to put any mortal wounds on them. Holy Terra, thank the Emperor. But now I had a monstrous creature in my backlines bearing down on 2 of my tanks. The Genestealers charged, and I killed a couple of them in overwatch. Not bad.
My turn came and I basically killed the Mawloc and the Carnifex with lots of shooting. I also wiped out the Genestealers and took out a couple of Hormagaunts. Obviously I refused to budge, but with a bunch of bugs descending upon my tanks' positions, things weren't looking good.
The Hormagaunts charged, and I used Defensive Gunners Stratagem, and wiped them out in overwatch. Yeah. Hilarious. The Swarmlord charged, and this time it wasn't funny because it made it in. The Hive Tyrant and the Tyranid Warriors failed their charges, though. The Swarlord than ripped my poor Leman Russ Executioner open in combat, leaving him with just 2 wounds.
I then had my injured Leman Russ Executioner fall back toward the Tyranid Warriors, and opened fire. I annihilated the Tyranid Warriors and Swarmlord. But because the Hive Tyrant was out of view from 2 of my tanks, I couldn't fire on him.
In the third turn, with only the Hive Tyrant remaining, my opponent used smite to destroy my injured Leman Russ Executioner. He then charged my Tank Commander, and I used the Defensive Gunners Stratagem again. This time, I killed the Hive Tyrant in overwatch, and...that was it. My opponent was tabled by turn 3. Another fairly one-sided game, but at least this time my opponent succeeded in taking out a single Leman Russ tank!
So I ended the tournament with 2 victories and 0 losses. Not bad. I was pretty lucky to come up against fairly new opponents. If I had been matched against experienced, skilled opponents like the Tau guy who has always been beating me in the past, I would have lost. Speaking of which, I should prepare for my rematch against him next week. I have yet to post Battle Report 17, but that was a match where I lost to him last week. I was too busy last Saturday and over the weekdays to write abut it, and when I wanted to write about it today, I had to update the blog on today's tournament.
Once again, I welcome you guys to visit Dreamers Vault for Warhammer 40,000 stuff and games. It's a great place, and the people there are really nice!
Shadowsword, Valkyrie and Warhammer 40,000 posters in my room!
I mentioned that I built a Shadowsword on Monday, and I actually haven't uploaded a picture of it. I will upload a picture of it now!
The Shadowsword! |
One hell of a Hellhammer. |
For now, this is the Hellhammer hull that I put on top of my Shadowsword, but I decided to just leave it out because the Shadowsword seems better for now. I'm happy with the stuff I have at the moment, and probably the only thing I will add is a second Leman Russ Executioner. Otherwise, that's it for my Imperial Guard. I have yet to build my Kamikaze Troopers yet, but I'll do it over the week when I'm free. I have an essay to write and stuff to study so I won't be able to do much about my hobby until the next weekend. Or so I hope.
Let's just keep it as a Shadowsword, eh? |
Speaking of which, I have built my Valkyrie assault carrier today. So now my troops have a gunship to ferry them about! YAY! The Kamikaze Troopers can grav chute from unseen Valkyrie gunships while the normal Draconian infantry will gav-chute from hovering Valkyrie assault carriers who then act as gunship support thanks to their Roving Gunship rule! I can't wait to use him in battle!
Flight of the Valkyrie! |
And while we're on my personal hobby, I finally managed to get my hands on blue tack (man, they're so hard to find in the United States!). As such, I could personalize my room by posting my Imperial Knight and the 30th year anniversary Warhammer 40,000 poster!
For the Emperor! 30 years of Warhammer 40,000! |
Of course, not forgetting my favorite Imperial Knight! |
...because that last picture was badly taken... |
My room looks so much better and individualistic now! YAY! For the Emperor!
Monday, October 23, 2017
Shadowsword
Hell, yeah! I just finished building my Shadowsword. I also built the Hellhammer hull and kept the twin heavy flamers, for scenarios where the Hellhammer would work better. It's going to look weird, but I can "transform" my Shadowsword by plopping the Hellhammer hull right on top of it, and then pretending that it's a Hellhammer so that I can hammer the foes of the Imperium into hell.
Most of the time, I'll just take the Shadowsword, but always good to have more options, right?
Oh, right. I also received my Ministorum Priest with a chainsword, so my Catachans will have one more attack now!
Most of the time, I'll just take the Shadowsword, but always good to have more options, right?
Oh, right. I also received my Ministorum Priest with a chainsword, so my Catachans will have one more attack now!
Sunday, October 22, 2017
Imperial Guard FAQ!
We have an FAQ and errata for Imperial Guard! It's not just for the codex but also for the Imperial Armor Forge World book! You can find the list of changes and pdfs here in the Warhammer Community article.
To sum up the important changes, I'll just make a few bullet points:
- yes, your Leman Russ tanks still get to fire twice even if they stayed still (was there even a need to ask this question? Geez)
- All forge world Leman Russ tanks like the Leman Russ Annihilator and Leman Russ Conqueror gets the new Grinding Advance rule and can fire twice if they stayed still or move less than half their maximum movement. The Forge World Stormsword (which is identical to the Stormsword in the official codex) gets 2D6 shots with its main weapon.
- Vendetta gunships do not get the Roving Gunship rule. Seriously, dude. The guy has 6 lascannons. I know some people are demanding for that +1 BS, but honestly, firing 6 lascannons from 48" away at BS3+ is a little overpowered.
- Commissars and Lord Commissars have been nerfed. Now whenever you fail a morale test, you kill one guy, and re-roll the morale test again. I think this nerf is very harsh even if I don't really use Commissars myself (I play tank armies, mostly). At least change it to "whenever you fail a morale test, one of the model of your choice is slain and you count as having passed the morale test, but if the unit contains 11 or more models, D3 models of your choice are slain and you count as having passed the morale test. And if the unit contains 21 or more models, D6 models of your choice are slain instead and you count as having passed the morale test." Makes much more sense, right? If you're that afraid of Conscript spam, then change it to D6 models of your choice being slain if you have 21 or more models and D3 models being slain if you have more than 10 models in that single unit. I don't know.
- apparently someone has been abusing Ogryn bodyguards by passing the wounds around multiple models of them, now you can't do that because it specifically excludes Ogryns.
- You can gav-chute your embarked units aboard a Valkyrie at any point during its move as opposed to grav-chuting them only after your Valkyrie stopped moving. So say I move 54", I can grav chute the 2 command squads and company commander aboard the Valkyrie at the 40" mark as opposed to disembarking them at the 54" mark.
- Rules lawyers who argue that the Mordian Iron Guard's regimental doctrine is useless because they claim that overwatch can never be affected by modifiers regardless can shut up now.
- Tallarn Stratagem Ambush means you can't pop your dudes up 9" away and then move so that you can make a 3" charge. So no more Ambushing Rough Riders and getting that almost-confirmed 3" charge on the first turn.
- Valhallan's Send in the next wave! now costs Command Points in matched play. That just nerfed the Stratagem to the ground. Ouch. Just ouch. Poor Valhallans. Not only did the Commissar suffer from a hideous nerf, their infantry-based Stratagem is nerfed to the ground. I mean I would always take an extra infantry squad with those set-aside reinforcement points rather than put them aside for reinforcements. I mean, yeah, it's flexible and can allow you to drop in an infantry squad, command squad or conscripts depending on what you need at that moment, but honestly, that's too situational to be reliable. On the other hand, the Valhallan's regimental doctrine just got a huge boost from the Commissar's nerf, so it isn't useless anymore just because you took a single Commissar to invalidate the doctrine. Hey! Maybe that was the whole point of nerfing the Commissar! So that Valhallan conscript and infantry armies see some play in matched competition rather than everyone just choosing the other regimental doctrines by bringing Commissars.
- Plasma guns in Forge World's Imperial Armor now does 2 damage in their supercharged profile, but their points cost has not been changed. Still 7 points for your Elysian command squads. On the plus side, your Elysians and Death Korps of Krieg can't spam command squads because they can only take one per Company Commander.
- Elysians and Death Korps of Krieg do not get regimental doctrines. Their special rules serve as regimental doctrines.
- Tallarn's relic the dagger thing can only be taken by an infantry officer. Not sure who else you'll take it on.
- Draconian Disciplinarian got nerfed too, and you lose D3 models if you fail your morale test again. As I said, I think it'll be better if they used my idea of losing D3/D6 models for infantry units that have more than 10 models, and just 1 for infantry units with 10 or less models. I doubt people will be listening to me, though.
- Master of Command! Finally they answered this question! If your Warlord is a Commissar or Lord Commissar with this Warlord Trait, then they can issue orders to any regimental infantry unit regardless of what regiment they belong to, like Cadia, Valhallan, Catachans, Tallarns and even Militarum Tempestus! On the other hand, this obviously doesn't work on auxiliary units like Ogryns or Psykana units like Psykers (not that you'll order these guys) or other Commissars (why?), so no abusing them.
- Storm shields cost 0 points...I thought they were a special rule for the Crusaders rather than wargear or equipment? Whatever.
- Oh, you only pay the 3 Command Points for the vortex missile Stratagem after you fire it upon rolling an 8, and not before. So you won't be wasting 3 Command Points if you fail to roll an 8 and get it to fire off. Still useless and absurdly expensive, though.
- The FAQ for Tallarn seems a bit weird, but I assume it means you can treat 3 Leman Russ tanks as a single unit if you squadroned them, and deploy them as one of the units in Ambush accordingly. If that's the case, you should start squadroning your Leman Russ tanks. Heh.
- The Astra Militarum Detachments included alongside Genestealer Cult Detachments cannot use any of the regimental doctrines, relics or regimental-specific doctrines in the codex. Instead, they all count as Brood Brothers regiments and they will have their own rules in the Genestealer Cults codex.
- Death Korps of Krieg can take Shadowswords, Stormswords and Stormblades in addition to Baneblades now. Whoopee.
To sum up the important changes, I'll just make a few bullet points:
- yes, your Leman Russ tanks still get to fire twice even if they stayed still (was there even a need to ask this question? Geez)
- All forge world Leman Russ tanks like the Leman Russ Annihilator and Leman Russ Conqueror gets the new Grinding Advance rule and can fire twice if they stayed still or move less than half their maximum movement. The Forge World Stormsword (which is identical to the Stormsword in the official codex) gets 2D6 shots with its main weapon.
- Vendetta gunships do not get the Roving Gunship rule. Seriously, dude. The guy has 6 lascannons. I know some people are demanding for that +1 BS, but honestly, firing 6 lascannons from 48" away at BS3+ is a little overpowered.
- Commissars and Lord Commissars have been nerfed. Now whenever you fail a morale test, you kill one guy, and re-roll the morale test again. I think this nerf is very harsh even if I don't really use Commissars myself (I play tank armies, mostly). At least change it to "whenever you fail a morale test, one of the model of your choice is slain and you count as having passed the morale test, but if the unit contains 11 or more models, D3 models of your choice are slain and you count as having passed the morale test. And if the unit contains 21 or more models, D6 models of your choice are slain instead and you count as having passed the morale test." Makes much more sense, right? If you're that afraid of Conscript spam, then change it to D6 models of your choice being slain if you have 21 or more models and D3 models being slain if you have more than 10 models in that single unit. I don't know.
- apparently someone has been abusing Ogryn bodyguards by passing the wounds around multiple models of them, now you can't do that because it specifically excludes Ogryns.
- You can gav-chute your embarked units aboard a Valkyrie at any point during its move as opposed to grav-chuting them only after your Valkyrie stopped moving. So say I move 54", I can grav chute the 2 command squads and company commander aboard the Valkyrie at the 40" mark as opposed to disembarking them at the 54" mark.
- Rules lawyers who argue that the Mordian Iron Guard's regimental doctrine is useless because they claim that overwatch can never be affected by modifiers regardless can shut up now.
- Tallarn Stratagem Ambush means you can't pop your dudes up 9" away and then move so that you can make a 3" charge. So no more Ambushing Rough Riders and getting that almost-confirmed 3" charge on the first turn.
- Valhallan's Send in the next wave! now costs Command Points in matched play. That just nerfed the Stratagem to the ground. Ouch. Just ouch. Poor Valhallans. Not only did the Commissar suffer from a hideous nerf, their infantry-based Stratagem is nerfed to the ground. I mean I would always take an extra infantry squad with those set-aside reinforcement points rather than put them aside for reinforcements. I mean, yeah, it's flexible and can allow you to drop in an infantry squad, command squad or conscripts depending on what you need at that moment, but honestly, that's too situational to be reliable. On the other hand, the Valhallan's regimental doctrine just got a huge boost from the Commissar's nerf, so it isn't useless anymore just because you took a single Commissar to invalidate the doctrine. Hey! Maybe that was the whole point of nerfing the Commissar! So that Valhallan conscript and infantry armies see some play in matched competition rather than everyone just choosing the other regimental doctrines by bringing Commissars.
- Plasma guns in Forge World's Imperial Armor now does 2 damage in their supercharged profile, but their points cost has not been changed. Still 7 points for your Elysian command squads. On the plus side, your Elysians and Death Korps of Krieg can't spam command squads because they can only take one per Company Commander.
- Elysians and Death Korps of Krieg do not get regimental doctrines. Their special rules serve as regimental doctrines.
- Tallarn's relic the dagger thing can only be taken by an infantry officer. Not sure who else you'll take it on.
- Draconian Disciplinarian got nerfed too, and you lose D3 models if you fail your morale test again. As I said, I think it'll be better if they used my idea of losing D3/D6 models for infantry units that have more than 10 models, and just 1 for infantry units with 10 or less models. I doubt people will be listening to me, though.
- Master of Command! Finally they answered this question! If your Warlord is a Commissar or Lord Commissar with this Warlord Trait, then they can issue orders to any regimental infantry unit regardless of what regiment they belong to, like Cadia, Valhallan, Catachans, Tallarns and even Militarum Tempestus! On the other hand, this obviously doesn't work on auxiliary units like Ogryns or Psykana units like Psykers (not that you'll order these guys) or other Commissars (why?), so no abusing them.
- Storm shields cost 0 points...I thought they were a special rule for the Crusaders rather than wargear or equipment? Whatever.
- Oh, you only pay the 3 Command Points for the vortex missile Stratagem after you fire it upon rolling an 8, and not before. So you won't be wasting 3 Command Points if you fail to roll an 8 and get it to fire off. Still useless and absurdly expensive, though.
- The FAQ for Tallarn seems a bit weird, but I assume it means you can treat 3 Leman Russ tanks as a single unit if you squadroned them, and deploy them as one of the units in Ambush accordingly. If that's the case, you should start squadroning your Leman Russ tanks. Heh.
- The Astra Militarum Detachments included alongside Genestealer Cult Detachments cannot use any of the regimental doctrines, relics or regimental-specific doctrines in the codex. Instead, they all count as Brood Brothers regiments and they will have their own rules in the Genestealer Cults codex.
- Death Korps of Krieg can take Shadowswords, Stormswords and Stormblades in addition to Baneblades now. Whoopee.
Saturday, October 21, 2017
Imperial Guard
Last week I mentioned that I procured a second-hand collection of Imperial Guard, right? But I didn't get to show it because I forgot to take pictures of them.
Well, wait no more! I took pictures of them! Here is my new collection!
As you can see, in addition to the 66 Guardsmen, a bunch of Company Commanders and special weapon holders (7 plasma gunners, 7 flamers, 3 heavy flamers, 1 grenade launchers, 4 meltagunners and a bunch of heavy weapons), I also have 2 Hellhounds and 5 Leman Russ tanks.
Oh, and I added more units to my Imperial Guard army. Well, not just Imperial Guard. I got hold of a Tech-priest Enginseer so that he can serve as a HQ for my Adeptus Mechanicus army. The rest of them are for my Imperial Guard. As you can see, I have a Lord Commisssar, a Primaris Psyker and 3 plasma gunners! And Sergeant Harker! The Primaris Psyker and Sergeant Harker are kitbashed, as you can see, but it doesn't matter, right? As long as they look the part. I also kitbashed a Stormspear rocket pod for my Imperial Knight, though it looks nothing like a rocket pod. It can double as twin Icarus autocannons if I need it to.
So yeah, kitbashing is funny if you can get used to it. I guess. The force stave looks a bit weird because I carved it out of 2 lasguns and a regimental flag (trimmed the flag off and used it as the psyker's cloak instead). I bet it's fragile and I don't fancy having to cart him around, but I don't think I have a choice.
I'll be getting another Company Command squad, where I'll kitbash a 2nd Primaris Psyker and get my plasma gunner, heavy flamer and flamer guys along with the final company commander. Let's hope everything goes smoothly! If things go as planned, I might even get a Shadowsword tomorrow!
Well, wait no more! I took pictures of them! Here is my new collection!
All the infantry! |
Armored vehicles |
Oh, and I added more units to my Imperial Guard army. Well, not just Imperial Guard. I got hold of a Tech-priest Enginseer so that he can serve as a HQ for my Adeptus Mechanicus army. The rest of them are for my Imperial Guard. As you can see, I have a Lord Commisssar, a Primaris Psyker and 3 plasma gunners! And Sergeant Harker! The Primaris Psyker and Sergeant Harker are kitbashed, as you can see, but it doesn't matter, right? As long as they look the part. I also kitbashed a Stormspear rocket pod for my Imperial Knight, though it looks nothing like a rocket pod. It can double as twin Icarus autocannons if I need it to.
Reinforcements for the Imperial Guard (and Adeptus Mechanicus) |
A close up of the kitbashed Primaris Psyker and Sergeant Harker |
I'll be getting another Company Command squad, where I'll kitbash a 2nd Primaris Psyker and get my plasma gunner, heavy flamer and flamer guys along with the final company commander. Let's hope everything goes smoothly! If things go as planned, I might even get a Shadowsword tomorrow!
Thursday, October 19, 2017
Kamikaze Troopers are back!
In the end, I gave into temptation and bought a Start Collecting! Militarum Tempestus set alongside two hot-shot volley gun bits. I think I will be doing something like this:
It's doable, I guess, and I already have all the models including the Valkyrie assault carrier. That guy is going to carry my Company Commander and plasma command squads around, drop them on objectives or right within rapid-fire range of the enemy, and then unload everything they have. I might even use Armageddon for these guys for the sweet 18" rapid fire range, but honestly, the Vostroyan Stratagem seems to benefit me more. I wanted to use Elysian, but I was thinking it wouldn't make much sense since their Deep Strike rule renders the Valkyries useless. Until Forge World releases new rules for Elysians, I hardly think I will be using them.
On the other hand, I can use the Valkyrie to drop my heavy flamer and flamers command squads right on top of the enemy, and then charge them (Strength 4 Draconians, woo!)
So this list also works. It is extremely light on infantry - hell, the only infantry are those stuck inside the Valkyrie (with the exception of the Primaris Psykers), but it's designed to allow my Catachan-styled Draconians to fly around in a Valkyrie, drop right in front of an enemy, move (the grav-chute rule allows passengers to move normally after they disembark even though the Valkyrie has moved), use the Burn them out! order, charge with them while the Lord Commissar, Company Commanders and Ministorum Priests all follow behind closely. YAY! There is also the option where I simply ditch the Valkyrie altogether and build a proper Battalion Detachment with lots of infantry, all of whom carry power swords to get the AP -3 (the Sergeants for the infantry squads, at least), gain the buff from the Ministorum Priest for 1 more attack, and have Strength 4. This other list will want to put my infantry into combat as much as possible.
We could turn it into an all-Catachan list with Sergeant Harker providing re-rolls of ones. That means I need to buy a Basilisk. I should be able to convert one of my Cadians into Harker by giving him a heavy bolter instead of a lasgun. It'll work somehow.
Well, we'll see. I have no idea what the future holds.
Cadian Spearhead Detachment
|
|
Tank Commander – Leman Russ main battle tank
with lascannon and plasma sponsons 239
|
|
Leman Russ main battle tank with 3 heavy
bolters 168
|
|
Leman Russ main battle tank with 3 heavy
bolters 168
|
|
Leman Russ Executioner with lascannon and
plasma sponsons 192
|
|
Total: 767, 1 Command Point
|
|
Cadian Supreme Command Detachment
|
|
Primaris Psyker 40
|
|
Primaris Psyker 40
|
|
Tempestor Prime with Tempestus command rod 40
|
|
Militarum Tempestus command squad with 4
plasma guns 88
|
|
Shadowsword with 3 twin heavy bolters and 2
lascannons 472
|
|
Total: 680, 1 Command Point
|
|
Vostroyan
Battalion Detachment
|
Catachan
Vanguard Detachment
|
Company
Commander with boltgun 31
|
Company
Commander with boltgun and power sword 35
|
Company
Commander with boltgun 31
|
Company
Commander with boltgun and power sword 35
|
Company
command squad with 4 plasma guns 76
|
Company
command squad with heavy flamer and 3 flamers 62
|
Company
command squad with 4 plasma guns 76
|
Company
command squad with heavy flamer and 3 flamers 62
|
Infantry
squad with boltgun and plasma gun 48
|
Infantry
squad with flamer and power sword 51
|
Infantry
squad with boltgun and plasma gun 48
|
Infantry
squad with flamer and power sword 51
|
Infantry
squad with boltgun and plasma gun 48
|
Ministorum
priest with chainsword and autogun 35
|
Tempestor
Prime with Tempestus command rod 40
|
Hellhound
with heavy flamer 110
|
Militarum
Tempestus command squad with 4 hot-shot volley guns 60
|
Hellhound
with heavy flamer 110
|
Taurox
Prime with Taurox gatling cannon and 2 hot-shot volley guns 95
|
|
Total:
553, 3 Command Points
|
Total:
551
|
Grand
Total: 2,000, 8 Command Points
|
Grand
Total: 1,998, 6 Command Points
|
Just like Cadian Kasrkins, we now have Draconian Kamikaze Troopers! YAY! They are back, and they are in black! Or something like that. They will serve as special weapon teams, dropping in on the enemy backlines to capture objectives and eliminate key enemy units and infrastructure. At least that's the plan. For now. There are ways to adjust the lists, such as adding a boltgun for the Tempestor Prime. For the plasma list, I can just swap a Primaris Psyker for a Cadian Company Commander with plasma pistol, add 2 boltguns to both Tempestors Prime and a storm bolter to the Taurox Prime with Taurox gatling cannon.
I'm thinking of getting a Valkyrie for the first list too, but I have no idea what to remove. But if all goes well, then my list with a Valkyrie will probably look like this:
Cadian
Spearhead Detachment
|
Tank
Commander – Leman Russ main battle tank with lascannon and plasma sponsons
239
|
Leman
Russ main battle tank with 3 heavy bolters 168
|
Leman
Russ main battle tank with 3 heavy bolters 168
|
Leman
Russ Executioner with lascannon and plasma sponsons 192
|
Total:
767, 1 Command Point
|
Cadian
Supreme Command Detachment
|
Primaris
Psyker 40
|
Primaris
Psyker 40
|
Tempestor
Prime with boltgun 41
|
Militarum
Tempestus command squad with 4 plasma guns 88
|
Taurox
Prime with Taurox gatling cannon, 2 hot-shot volley guns and storm bolter 97
|
Shadowsword
with 3 twin heavy bolters and 2 lascannons 472
|
Total:
778, 1 Command Point
|
Armageddon/Vostroyan
Vanguard Detachment
|
Company
Commander with boltgun 31
|
Company
Commander with boltgun 31
|
Company
command squad with 4 plasma guns 76
|
Company
command squad with 4 plasma guns 76
|
Special
Weapons Team with 3 plasma guns 45 / Infantry squad with boltgun and plasma
gun 48
|
Officer
of the fleet 25
|
Valkyrie
with lascannon, 2 multiple rocket pods and 2 heavy bolters 168
|
Total:
452/455, 1 Command Points
|
|
Grand
Total: 1,997/2,000, 6 Command Points
|
It's doable, I guess, and I already have all the models including the Valkyrie assault carrier. That guy is going to carry my Company Commander and plasma command squads around, drop them on objectives or right within rapid-fire range of the enemy, and then unload everything they have. I might even use Armageddon for these guys for the sweet 18" rapid fire range, but honestly, the Vostroyan Stratagem seems to benefit me more. I wanted to use Elysian, but I was thinking it wouldn't make much sense since their Deep Strike rule renders the Valkyries useless. Until Forge World releases new rules for Elysians, I hardly think I will be using them.
On the other hand, I can use the Valkyrie to drop my heavy flamer and flamers command squads right on top of the enemy, and then charge them (Strength 4 Draconians, woo!)
Cadian
Spearhead Detachment
|
||
Tank
Commander – Leman Russ main battle tank with lascannon and plasma sponsons
239
|
||
Leman
Russ main battle tank with 3 heavy bolters 168
|
||
Leman
Russ main battle tank with 3 heavy bolters 168
|
||
Leman
Russ Executioner with lascannon and plasma sponsons 192
|
||
Total:
767, 1 Command Point
|
||
|
||
Cadian
Supreme Command Detachment
|
||
Primaris
Psyker 40
|
Primaris
Psyker 40
|
|
Primaris
Psyker 40
|
Primaris
Psyker 40
|
|
Lord
Commissar with plasma pistol 59
|
Lord
Commissar 55
|
|
Shadowsword
with 3 twin heavy bolters and 2 lascannons 472
|
Shadowsword
with 3 twin heavy bolters and 2 lascannons 472
|
|
Total:
611, 1 Command Point
|
Total:
607, 1 Command Point
|
|
|
||
Catachan
Vanguard Detachment
|
Catachan
Battalion Detachment
|
|
Company
Commander with boltgun and power sword 35
|
Company
Commander with boltgun and power sword 35
|
Company
Commander with boltgun and power sword 35
|
Company
Commander with plasma pistol and power sword 39
|
Company
Commander with plasma pistol and power sword 39
|
Company
Commander with boltgun and power sword 35
|
Company
command squad with heavy flamer and 3 flamers 62
|
Company
command squad with heavy flamer and 3 flamers 62
|
Company
command squad with heavy flamer and 3 flamers 62
|
Company
command squad with heavy flamer and 3 flamers 62
|
Company
command squad with heavy flamer and 3 flamers 62
|
Company
command squad with heavy flamer and 3 flamers 62
|
Ministorum
priest with chainsword and autogun 35
|
Ministorum
priest with chainsword and autogun 35
|
Ministorum
priest with chainsword and autogun 35
|
Hellhound
with heavy flamer 110
|
Leman
Russ main battle tank with 3 heavy flamers 195
|
Infantry
squad with flamer and power sword 51
|
Hellhound
with heavy flamer 110
|
Officer
of the fleet 25
|
Infantry
squad with flamer and power sword 51
|
Valkyrie
with lascannon, 2 multiple rocket pods and 2 heavy bolters 168
|
Valkyrie
with lascannon, 2 multiple rocket pods and 2 heavy bolters 168
|
Infantry
squad with flamer and power sword 51
|
|
Platoon
commander with power sword 24
|
|
|
Hellhound
with heavy flamer 110
|
|
|
Hellhound
with heavy flamer 110
|
|
Total:
621, 1 Command Points
|
Total:
621, 1 Command Points
|
Total:
626, 3 Command Points
|
|
||
Grand
Total: 1,999, 6 Command Points
|
Grand
Total: 1,999, 6 Command Points
|
Grand
Total: 2,000, 8 Command Points
|
So this list also works. It is extremely light on infantry - hell, the only infantry are those stuck inside the Valkyrie (with the exception of the Primaris Psykers), but it's designed to allow my Catachan-styled Draconians to fly around in a Valkyrie, drop right in front of an enemy, move (the grav-chute rule allows passengers to move normally after they disembark even though the Valkyrie has moved), use the Burn them out! order, charge with them while the Lord Commissar, Company Commanders and Ministorum Priests all follow behind closely. YAY! There is also the option where I simply ditch the Valkyrie altogether and build a proper Battalion Detachment with lots of infantry, all of whom carry power swords to get the AP -3 (the Sergeants for the infantry squads, at least), gain the buff from the Ministorum Priest for 1 more attack, and have Strength 4. This other list will want to put my infantry into combat as much as possible.
We could turn it into an all-Catachan list with Sergeant Harker providing re-rolls of ones. That means I need to buy a Basilisk. I should be able to convert one of my Cadians into Harker by giving him a heavy bolter instead of a lasgun. It'll work somehow.
Catachan
Spearhead Detachment
|
Tank
Commander – Leman Russ main battle tank with lascannon and plasma sponsons
239
|
Leman
Russ main battle tank with 3 heavy flamers 195
|
Leman
Russ Executioner with lascannon and plasma sponsons 192
|
Basilisk
with heavy bolter 108
|
Total:
734, 1 Command Point
|
|
Catachan
Supreme Command Detachment
|
Company
Commander with boltgun and power sword 35
|
Company
command squad with heavy flamer and 3 flamers 62
|
Primaris
Psyker 40
|
Primaris
Psyker 40
|
Banesword/Shadowsword
with 3 twin heavy bolters and 2 lascannons 472
|
Total:
649, 1 Command Point
|
|
Catachan
Vanguard Detachment
|
Company
Commander with boltgun and power sword 35
|
Company
command squad with heavy flamer and 3 flamers 62
|
Sergeant
Harker 50
|
Ministorum
priest with chainsword and autogun 35
|
Special
weapons team with 3 plasma guns 45
|
Hellhound
with heavy flamer 110
|
Hellhound
with heavy flamer 110
|
Valkyrie
with lascannon, 2 multiple rocket pods and 2 heavy bolters 168
|
Total:
615, 1 Command Points
|
|
Grand
Total: 1,998, 6 Command Points
|
Well, we'll see. I have no idea what the future holds.
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