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

Thursday, January 9, 2014

Army Updating – Embracing Change


Army Updating – Embracing Change

                It is always difficult to embrace change, especially when you have become very used to performing tasks a specific way.  When the 8th edition of Warhammer Fantasy came out back in July of 2010, many players were upset because they were forced to adapt their armies and play styles to a new format.  The game changed on a scale that required a hard reboot on how many people not only built their armies but also how they played the game.  The idea of Multiple Small Unit (MSU) armies went the way of the dodo and the era of large units and destructive magic began.  As I had just gotten back into Fantasy about a year and a half before 8th edition had come out, I only had one army to really update and that was my Wood Elves.  When I made the decision to update the army, I had to look at how the new game system operated, what rules directly impacted my army the most and most importantly what tools I would need in order to survive in the new “age” of Warhammer Fantasy.  The fortunate part of updating at the beginning of the new edition was that I was able to embrace the new edition with open arms because I knew a new army book was not coming out soon and I would be able to play with the army for a long time.  I also was aware that all of my old tactics would not be useful and as a result be providing a disadvantage to me rather than help me be successful.

                So for my Wood Elf army I capitalized on Mobility, Focused Firepower and Assassination as my primary objectives for building the army.  I was able to break down how I felt the game would flow and make tactics and decisions about the army that created positive results and I was able to use units that the “current meta” or “tournament” scene did not find useful.  There were many of our gaming clubs however that did not embrace the new edition and struggled with realigning their tactics to work with the new rule set.  Some of those players quit, took breaks from playing or struggled through the edition until they figured out what worked for them.  Therein lays the issue that many gamers face, a lot of people like making “a list” that they use over and over.  Gamers prefer what is familiar and as a result will seek to use that which is familiar in their gaming.  Many struggle for a while when a new book or edition comes out because they are forced to reprogram their mind as to how the unit works in the new book from the old book.

                With the release of 6th edition Warhammer 40,000 in June 2012, I was faced with a similar dilemma.  I had been playing 40k 5th edition so much with the same “lists” for my Eldar and Black Templars that most games were almost auto-pilot in some regards.  However in 6th edition, Games Workshop completely changed the way the game system worked.  In 5th edition the Assault phase was king, and armies that brought units that could unleash a hellstorm of attacks in close combat were devastating.  You could blast your transports forward at full tilt and if they survived the next turn because they weren’t Destroyed or Exploded, you could disembark your death squad and assault the hell out of your opponent.  Now in 6th edition, the game is far more shooting oriented.  Assault armies have been nullified and the day of the bolt-gun has dawned and the day of the chainsword has set.  An incredible amount of army configurations were nullified when 6th edition came out, especially with the advent of Allies and Fortifications.  So with all the changes to transports, shooting, assaults, the reimplementation of overwatch, flyers, pre-measuring and Look out Sirs, the additional confounding issue that I ran into was that two of my armies were getting updated within a few months of each other.

                 With all of these compounding changes and rules, I began to struggle with trying to build the “list” to use in this new edition.  I then ran into the additional issue with the release of the Escalation and Stronghold Assault rule sets.  It became painfully apparent that the days of having “one list to rule them all” were long over.  Keep in mind that until my children were born I was pretty keen on being a competitive player in both Fantasy and 40k.  As my children reached their delivery date, I began to slowly back away from that mentality as my free time to spend playing in tournaments was severely impacted.  There are now far too many variables and options to make a viable and competitive all comers list that you could participate with in a tournament.  The advent of D weapons in standardized game play and the Forge World becoming official.  Games Workshop suddenly began inundating the market with options and rules for everyone and marked all of these options as “Official”. 

                 So with all these new options and accessible rules, I still struggled trying to come up with a list that I felt was “right”. 

                 It has been pointed out to me that once I have decided upon a theme that is loosely or tightly based off what I feel is fluff that I will put arbitrary restrictions on myself on what I feel “fits” the way a specific chapter, craftworld or army should be played and what units it should contain. 

                 Despite my own self imposed restrictions which tend to be more of a hindrance than helpful, I am faced with updating two armies I have owned for a very long time; my Black Templars and my Ulthwe` Eldar.  I played both of these armies as assault armies in 5th edition, so when the new codices were released I realized that the days of ramming it up the center and assaulting with a hammer were over.  The reason is mainly because these days everyone and their mother bring more than enough firepower to deal with a unit or two breaching their perimeter.  Tactics and strategies I once used are now no longer viable.  What is a player to do in an edition where his army book and rule set have changed within six months of each other?  An additional conundrum is what is a player to do when new rules have been implemented that change the entire face of the battlefield?

                The answer is simple in this respect.  It took me a few weeks to figure out what I wanted to do mainly because I have always built a list first then built the army after.  Any small tactical changes which required units being swapped out was always done in the initial stages as to now waste money or time.  Now I have to throw all of that methodology out and adopt the new practice of building units that I am familiar with or like and making a list when the game is decided upon.  It is entirely possible that in a week I could be invited to play a 2,000 point game of 40k, a 1500 point game of 40k, a 2.5k game of 40k with Lord of War allowances and a 2000 point game with Stronghold Assault rules.    A single list isn’t going to be very effective in all those games but having units that I like and know how to use is. 
 
So enter the age of the collection lists and bid a fond farewell to the days of the static all comers list used in every game.  Enter the age of lists that will have more guns than blades and where the battlefield and battleforce are equally dynamic.  Enter the age of spending more time creating a unit with a story and then fleshing out that story every time you play.  Lastly, enter the age were its finally possible to build a narrative and create a fun and exciting game.

While this issue isn’t as prevalent in Warhammer Fantasy 8th edition, I still have a Wood Elf army that will need to be updated in 2014 which I am both excited and dreading!
 

Armies on the Update Docket:
1. Ulthwe` Eldar – I want to create a themed Ulthwe` Strike Force that I can sub out options and maintain the Guardian and Seer Council theme.

2.  Black Templars – I want to build a narrative crusade full of characters, knights and zealots who are still determined to bring the Emperor’s wrath by bolter and chainsword.

3.  Wood Elves – this army will be getting updated sometime this year.  I can only pray that they do a good job with the book and do not unintentionally make most of its builds impossible to play successfully.


So I’ll wrap up this long winded whine with the realization that I have become more casual than competitive and honestly, it doesn’t bother me in the slightest.  That is not to say that whatever lists I use are not going to be efficient and cock-punching but I can guarantee they will be fluffy themed and fun too!

Hopefully, this year will be filled with interesting and fun hobby updates as I build my armies.

Thursday, November 8, 2012

The Crimson Sigil

So the other day I posted my plans for an Ulthwe` Strike Force – The Company of the Damned.  Soon after I posted that army list, BoLS and a few other sites posted the new rumors for Eldar releases in 2013.  Chief amongst those rumors were talk concerning new plastic jetbikes and storm guardians.  I did a quick analysis and realized that I’d probably end up replacing half the units I just built within 7 months.  While I have no objection on blowing money on my hobby, I do have an objection to taking the time to paint a model only to replace it with a shiny new version of it within a year.
So with all that said, I decided to switch gears and look at an army that I have already purchased most of it already – The Dark Eldar.  I was a little bummed that I couldn’t fit Harlequins into my Eldar list so I was pleased when the idea of using them as allies surfaced while making this list.  I wanted to have a Succubus lead this army so I made the list as balanced as I could while still sticking to the theme I wanted.  The only regret is that I couldn’t fit a unit of Scourges into the list.  I really, really enjoy those models.
I will start construction on this list hopefully soon and playing some 6th edition games shortly after.  I still have to obtain a box of Kabalite Warriors and 2 more Raiders to have everything I need it appears.  Anyway, here is my 2000 point Dark Eldar w/ Eldar allies list. 




[W40K] The Crimson Sigil - Dark Eldar 2000

Lady Ilshadriel Nethsema ( 80 pts)
1 Succubus, 80 pts ((C:DE, pg. 85); Infantry; Fleet; Night Vision; Power from Pain; Independent Character; Dodge (4+); Wychsuit; Splinter Pistol; Combat Drugs; Plasma Grenades; Power Sword; Warlord)

Elite: 9 Hekatrix Bloodbrides (255 pts)
8 Hekatrix Bloodbrides, 255 pts ((C:DE, pg. 88); Infantry; Fleet; Night Vision; Power from Pain; Dodge (4+); Splinter Pistol & CCW; Combat Drugs; Plasma Grenades; Wychsuit; Shardnet & Impaler x3; Haywire Grenades)
1 Syren ((Character); Splinter Pistol; Haywire Grenades; Plasma Grenades; Agoniser)
1 Raider ((C:DE, pg. 91); Vehicle (Fast, Open-topped, Skimmer); 10 model capacity; Night Vision; Dark Lance x1; Jink)

Elite: 5 Incubi (175 pts)
5 Incubi, 175 pts ((C:DE, pg. 86); Infantry; Fleet; Night Vision; Power from Pain; Incubus Warsuit; Klaive)
1 Venom ((C:DE, pg. 91); Vehicle (Fast, Open-topped, Skimmer); 5 model capacity; Night Vision; Splinter Cannons (x2); Flickerfield; Jink)

Fast Attack: 3 Reavers (81 pts)
3 Reavers, 81 pts ((C:DE, pg. 91); Jetbike; Night Vision; Power from Pain; Skilled Rider; Wychsuit; Close Combat Weapon; Splinter Pistol; Combat Drugs; Reaver Jetbike; Bladevanes x3; Splinter Rifle x2; Blaster x1; Hammer of Wrath; Jink; Relentless)

Heavy Support: Ravager (115 pts)
1 Ravager, 115 pts ((C:DE, pg. 92); Vehicle (Fast, Open-topped, Skimmer); Night Vision; Aerial Assault; Dark Lance x3; Night Shields; Jink)

Heavy Support: Ravager (115 pts)
1 Ravager, 115 pts ((C:DE, pg. 92); Vehicle (Fast, Open-topped, Skimmer); Night Vision; Aerial Assault; Dark Lance x3; Night Shields; Jink)

Heavy Support: Razorwing Jetfighter (155 pts)
1 Razorwing Jetfighter, 155 pts ((C:DE, pg. 93); Vehicle (Flyer); Night Vision; Aerial Assault; Dark Lance x2; Monoscythe Missile x4; Splinter Cannon x1; Skyfire; Supersonic)

Troops: 5 Kabalite Warriors (125 pts)
5 Kabalite Warriors, 125 pts ((C:DE, pg. 89); Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x4; Kabalite Armour; Blaster x1)
1 Venom ((C:DE, pg. 91); Vehicle (Fast, Open-topped, Skimmer); 5 model capacity; Night Vision; Splinter Cannons (x2); Flickerfield; Jink)
 
Troops: 5 Kabalite Warriors (125 pts)
5 Kabalite Warriors, 125 pts ((C:DE, pg. 89); Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x4; Kabalite Armour; Blaster x1)
1 Venom ((C:DE, pg. 91); Vehicle (Fast, Open-topped, Skimmer); 5 model capacity; Night Vision; Splinter Cannons (x2); Flickerfield; Jink)

Troops: 10 Kabalite Warriors (170 pts)
10 Kabalite Warriors, 170 pts ((C:DE, pg. 89); Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x9; Kabalite Armour; Splinter Cannon x1)
1 Raider ((C:DE, pg. 91); Vehicle (Fast, Open-topped, Skimmer); 10 model capacity; Night Vision; Dark Lance x1; Splinter Racks; Jink)

Troops: 10 Kabalite Warriors (170 pts)
10 Kabalite Warriors, 170 pts ((C:DE, pg. 89); Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x9; Kabalite Armour; Splinter Cannon x1)
1 Raider ((C:DE, pg. 91); Vehicle (Fast, Open-topped, Skimmer); 10 model capacity; Night Vision; Dark Lance x1; Splinter Racks; Jink)
 
Allies
HQ: Farseer (145 pts)
1 Farseer (HQ) [EL], 145 pts ((pp.26, 28 & 60 Eldar); Psyker (2);  Doom ;  Fortune ; Fleet; Ghosthelm; Rune Armour; Runes of Warding; Spirit Stones; Shuriken Pistol; Witchblade; Independent Character)

Troops: 5 Pathfinders (Rangers) (120 pts)
5 Pathfinders (Rangers) (Troops) [EL], 120 pts ((pp.38 & 64 Eldar); Fleet; Infiltrate; Move Through Cover; Stealth; Ignore Difficult Terrain; Pathfinder Stealth; Scouts; Shuriken Pistol x5; Ranger Long Rifle)

Elite: 6 Harlequin Troupe (166 pts)
4 Harlequin Troupe (Elite) [EL], 166 pts ((pp.48-49 & 63 Eldar); Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit; Close Combat Weapon x2; Harlequins Kiss x2; Shuriken Pistol x4; Hallucinogen Grenades)
1 Shadowseer [EL] (Character; Psyker;  Veil Of Tears ; Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit; Close Combat Weapon; Shuriken Pistol; Hallucinogen Grenades)
1 Troupe Master [EL] (Character; Power Sword; Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit; Shuriken Pistol; Hallucinogen Grenades)

 
If I were to ditch the Farseer and Pathfinders, I'd more than likely include a 5 man unit of Scourges and a unit of Wyches on foot.  That said however, I like the use of allies in this list.

Ok I'm out!  Feel free to leave comments concerning this list.  I wouldn't mind reading some recommendations or thoughts concerning the Dark Eldar in 6th edition.

Monday, November 5, 2012

Ulthwe` Eldar and 6th Edition.

As I complete more and more of my Bretonnian army in preparation for next year's Fantasy OFCC, I find myself needing to also sate that desperate need to play my Eldar once again.  Since Warhammer 40k 6th edition has come out, I have only had the opportunity to really play 2 games and so my experience with the new meta has been limited. 

Now that is not to say that I have not been observing and discussing the changes with friends of mine who have been playing.  I just haven't been able to play test the themes and ideas that have been bouncing around in my head.  In 5th edition 40k, the game was rather rote.  Cast Fortune then Turbo-boost flat out with 3-4 skimmers full of warlocks, storm guardians and farseers while the rest of my army drops templates on you.  Next turn - cast fortune, cast doom, assault X unit with 3-4 units and move on to the next until game was over.  Now that 6th edition has come and the game has drastically changed from what many were used to, I find myself in that unfortunate position of having three very distinct issues that are very difficult to overcome. 
1.  I have an older and outdated codex that is having a bit of difficultly maintaining viability.
2.  I have to really change the army composition I spent years honing to perfection and develop a new army list to play in casual/tournament games.
3.  I have to learn to play with the new meta and how the new rules affect the way I am used to having my armies operate. 

Now this isn't a new situation, when 8th edition Warhammer Fantasy came out I was able to easily shift how I played my Wood Elves and was rather successful at it.  For some reason and I don't know why, I am unable to find a list that I like in 6th edition that has all the elements I enjoyed in the previous edition.  I think some of this resistance stems from the fact that I have progressed in my skill as a hobbyist and painter and when I pull out my Eldar, I can readily see the hobby sins I committed long ago.  This makes me want to go out and purchase new models and repaint the army to the new standard of what I find acceptable to field that I have painted.  Also, with all the Eldar rumors that were circulating about new units and a codex, it makes me hesitant to invest any money in the army when in a few short months it could all drastically change.

So I have vowed to try to make a 2000 point list that encompasses the fluff and theme of the Ulthwe` Eldar but still is able to handle most of the armies that I would face at our local gaming club.  My main desire is to get a highly effective list down by the 40k OFCC next year and take part in that event as well.  So with that said here is my first attempt at a 6th edition list:

2000 Pts - Company of the Damned - Ulthwe` Eldar Roster


HQ
Farseer w/ Runes of Warding, Spirit Stones, Fortune, and Doom on a Jetbike
5 Warlocks w/ Enhance, Embolden, and Destructor on Jetbikes
Troops
5 Pathfinders
10 Storm Guardians w/ 2 Fusion Guns and a Warlock with Enhance mounted in a Wave Serpent with Twin-linked Shuriken Cannons
15 Guardians and a Warlock with Enhance and a Shuriken Cannon
15 Guardians and a Warlock with Enhance and a Shuriken Cannon
3 Guardian Jetbikes and a Warlock with Enhance and a Shuriken Cannon
3 Guardian Jetbikes and a Warlock with Enhance and a Shuriken Cannon

Fast Attack
3 Wasp Assault Walkers w/ Scatter Lasers and Shuriken Cannons

Heavy Support
Warp Hunter Grav Tank
Warp Hunter Grav Tank
Firestorm Grav Tank

Total: 2000 pts.

We'll see how this army does moving forward.  I should hopefully do well since it has a solid HQ, powerful Heavy options and six Troop selections to hold objectives.  My fondest and dearest hope is that in the future codex that the prices on some of the units and vehicles come down and/or there are better Skyfire support options.  It is painful to read the newer codices and see how far behind the power curve Eldar have fallen with their outdated rules.  Now I'm sure if I'm able to playtest this list at least a dozen times I'll either love it or find the spots where I am definitely weak.  I do know that I wish I could include more Star Cannons into the list but that would require shrinking my 2 Guardian squads by 5 models each.

The other option is to bide my time and continue to collect/build the Dark Eldar but I haven't nailed down exactly what I want to do with The Crimson Sigil as of yet. 

Anyway, I'll hopefully have some more hobby WIP's next post or perhaps the first 50 pt Warmachine list I've been working on for the Retribution of Scyrah.

We'll see!

Monday, August 13, 2012

Imperial Armour 11 - The Doom of Mymeara, Product Review

Imperial Armour Volume 11: The Doom of Mymeara is the latest narrative expansion by Forge World for Warhammer 40k.  The book focuses on the convergence of three Eldar warhosts launching a full scale attack on the frozen ice world of Betalis III.  The Eldar forces comprised of the warriors from two Craftworlds: Alaitoc and Mymeara ally themselves with the armada of Eldar Corsair fleets such as the Void Dragons, Sun Blitz Brotherhood and the Sky Raiders.  This massive war host descends upon the Imperial world for reasons unknown and becomes embattled with the Imperial Guard led by General Myndoras Odon who manages to enlist the aid of Bran Redmaw’s company of Space Wolves, the Inquisition and the Titans of the Legio Gryphonicus. 

The Imperial forces are unable to divine why the Eldar have descended upon their ice world with such ferocity and incredible martial might.  The Eldar immediately launch several surgical strikes and cripple the Imperial communications array and cause a black out across most of the planet.  These attacks go on for weeks until a single pic capture survives showing two Eldar Phoenix Interceptors shooting down an Imperial craft do the humans even realize they are under attack. 

General Odon and the Cadian 6th Armored Division start to mobilize the forces of Betalis III when the Inquisitor Lord Hestaphus Danzk of the Ordo Xenos marched into the command room and joined the war council.  Inquisitor Danzk was able to mobilize the Legio Gryphonicus and the Elysian Drop Troops lead by Captain Isarta to redeploy to Betalis III which normally would have been outside the area of influence of General Odon.  Inquisitor Danzk also petitioned the aid of the Space Wolves chapter that reports said were in a neighboring system.  General Odon decided to split his forces into a three battle groups in order to combat the Eldar forces. 

The battle for Betalis III was an epic struggle between the Eldar and Imperial forces.  Mighty Reaver titans battled the massive Eldar Phantom Titans while the skies were filled with aircraft battling for supremacy.  The Eldar employing hit and run tactics to weaken and cripple the Imperial battle line would launch a blistering offensive then retreat into the frozen wastelands moments later.  General Odon employed his own series of surprise attacks and ambushes, many times luring the Eldar into a trap.  The Space Wolves finally joined the fray, the Great Company of Bran Redmaw newly arrived from an engagement against Orks were eager to sink their teeth into some Eldar.  Through a series of long and drawn out engagements, the Eldar finally had to withdraw from the field of battle and leave the Tormus Delta battleground.  The Imperial forces recognized their retreat as a victory, but little did they realize that the entire battle was merely a distraction to mask the true meaning of the Eldar invasion…

Inquisitor Danzk following a lead journeyed to a mining facility and massive forge that had reported incidents of Eldar activity.  Upon arriving he encountered several instances of Eldar interference and journeys with his retinue into the forge to wipe out any traces of remaining Eldar in the name of the God-Emperor.  After journeying deep into the forge, Danzk finally comes upon what could only be a ritual being performed by the Eldar.  He saw a Farseer along with his priests standing before a body in ancient elder warrior that had to have been dead for thousands of years deep within the tunnels of this mining facility.  The priests were removing pieces of ancient ornate armor from the mummified remains and placing it upon a living Eldar warrior.  Inquisitor Danzk was amazed at the intricacy of the armors decoration – the craftsmanship was beyond anything he had ever encountered in all his years of study.  He began to ponder if this ancient suit of artifact armor was the real reason why the Eldar descended upon Betalis III in the first place. 

The inquisitor had his answer when moments later the Farseer and his priests circled the living warrior encased in the armor and began to chant.  A corona of icy-white light enveloped the warrior and tendrils of psychic power reached out through the chamber attaching itself to the numerous piles of bones that had surrounded the mummified corpse.  When a blinding white light seared through the inquisitor’s mind and he slumped unconscious.  Inquisitor Danzk awoke to the sounds of battle echoing through the forge.  The Farseer and Warlocks now followed behind the ghostly unit of floating Eldar warriors wielding what looked like crystalline tipped lances.  Whenever one of the floating elder aspect warriors leveled their weapon, a bolt of white hot light would emit from the prism on the end and melt through whatever was in its path.

Inquisitor Danzk tried to frantically alert the planet that the forge was under attack from a new powerful Eldar foe when the new Aspect Warriors turned and joined the Aspect Warrior that wore the suit of the ancient, elaborate armor facing the heart of the forge.   The leader leveled his prism topped lance which then fired a constant beam of white hot light towards the heart of the forge.  The others focused their prism lances to join their leaders beam making it change color from white to red to orange and so on till the beam once again turned white. When the prism lances had reached what looked to be the culmination of their power, the leader let loose their combined firepower in a single pulse.  The pulse rocked the forge causing explosions wherever it went and the last thing that Inquisitor Danzk saw was the pulse of light that overtook him as he attempted to radio base for help.


The Imperial Armour 11 – The Doom of Mymeara provides the reader with an excellent story that exemplifies how Eldar attack with misdirection and guile.  The book provides not only an excellent story but also incredible artwork, maps and new rules for playing Warhammer 40,000.  The story tells us about two craftworlds and a union of Corsair bands joining forces to raid Betalis III in order to reclaim the body and armor of Irillyth, the Shade of Twilight.  Irillyth is a lost Phoenix Lord of the Shadow Spectres that the Mymeara craftworld had as one of their largest aspect warrior shrines. 

The book itself is wonderfully made, the pages are full color and the images are bright and crisp.  They do an excellent job of portraying battle scenes while still using the models.  The writers provide the Imperial Guard codex with new rules for some Apocalypse level vehicles. 

Imperial Guard Players gain the following units/characters:
General Myndoras Odon and his Command Squad.
The Malcador Infernus – Apocalypse level Hellhound Super Heavy Tank
Praetor Armored Assault Launcher – Apocalypse level Super Heavy Tank
Crassus Armored Assault Transport – Apocalypse level Super Heavy Transport Tank

Space Wolves Space Marines gain the following characters:
Wolf Lord Bran Redmaw – He’s pretty bad ass!

Eldar gain the following characters/rules/units:

Eldar Craftworld:
Shadow Spectres Aspect Warriors – Fast Attack selection
Irillyth, the Shade of Twilight – Phoenix Lord of the Shadow Spectres
Farseer Bel-Annath – Farseer of Craftworld Mymeara
Warp Hunter – Heavy selection Grav-tank w/ D-cannon
Wraithseer – HQ selection Monstrous Creature
Wasp Assault Walker Squadron – Fast Attack selection Walkers w/ Jump Packs
Hornet – Fast Attack selection Skimmer
Lynx – Apocalypse Super Heavy Grav Tank
Scorpion - Apocalypse Super Heavy Grav Tank
Cobra - Apocalypse Super Heavy Grav Tank
Vampire Raider – Apocalypse Super Heavy Flyer
Vampire Hunter - Apocalypse Super Heavy Flyer
Revenant Titan – Apocalypse Super Heavy Walker
Phantom Titan - Apocalypse Super Heavy Walker

Eldar Corsair List
HQ:
Corsair Prince
Corsair Blade Sworm Retinue
Corsair Void Dreamer
Elite:
Corsair Voidstorm Squad
Harlequin Troupe
Eldar Craftworld Outcasts
Eldar Craftworld Rangers
Dark Eldar Kabalite Warriors
Troops:
Eldar Corsair Squad
Corsair Wasp Assault Walker Squadron
Corsair Jetbike Squadron
Dedicated Transport:
Corsair Falcon
Corsair Venom
Fast Attack:Corsair Hornet Squadron
Nightwing Interceptor
Corsair Night Spinner
Heavy:Corsair Phoenix Bomber
Corsair Warp Hunter
Corsair Firestorm


In addition to the new units and characters, the reader also gets to play the actual Doom of Mymeara campaign through a series of six scenarios detailed in the book.  The scenarios are geared for various point levels from skirmish level all the way to Apocalypse sized engagements. 

I will be providing a selection by selection break down for each of the Eldar units and Corsair units in future posts, especially with how this book interacts with 6th edition and what benefits it provides.  I have already used some of the units in this book in 6th edition and I have to say that I was very impressed.  I look forward to more games using these extraordinary options.

I recommend this book to any Eldar player who is looking for a small but worthwhile update to their book.  The new units provide Eldar players with speed and flexibility without losing the high strength firepower for which they are known.  I especially recommend this book since the FAQ states that Eldar Corsairs can be used as a battle brother ally to Eldar or Dark Eldar.  The rules are also very well balanced and while the perception that Forge World units are inherently broken is unfortunately widespread, I hope this book dispels those misconceptions and brings an entire segment of the gaming population into compliance!

One thing that I could not get over was the overwhelming amount of theme that the writer put into this book.  The two craftworlds operate so differently and that’s evident in their tactics and behavior.  The Corsair warbands were extremely well stylized, they provided a closest example of an elf pirate army as you could get.  Even the new units really demonstrate the theme and power that the writer put into describing the Mymeara craftworld.  You can almost feel the anger of the warlike Mymearan Warseer as he leads an aggressive guerrilla war against the humans in order to reclaim a long lost hero.  As the story unfolds you really get to see what a mobilized Eldar Craftworld has at its disposal, especially when you are dealing with Titans and Super Heavy Grav Tanks.  It was an amazing tale and I hope there is another one soon.

I would also mention that since buying this book, I have ordered three more Forge World Imperial Armour books due to the high level of quality and excellent reading they make.  Once again, I fully recommend this product and I will be providing more reviews of not only the Forge World books but the units located therein. 

Thanks!

Sunday, August 7, 2011

Warhammer 40k Ard Boyz 2011 - Ulthwe` Eldar List

Ah, tournament day.
The feeling of sleep deprivation cause you had to get that one unit finished last night.
The gritty sensation in your eyes because you just can't wake up.
The constant yawning...
The coldness of the shower because you were so tired when your girlfriend woke you up that you didn't turn on the hot.
The bone-jarring sensation of being hit with ice cold water!
The praying that your dice don't suck.
Finally, the mad scramble to figure out where the hell you left your army last night.

TOURNAMENT DAY!!!

Anyway - I'm super tired and feel like an idiot for staying up til 3 when I had to be at the gamestore at 9 for Ard Boyz.  Here's my list for today - if I'm awake I'll try my best to do some battle reports.

Eldrad
Yriel
8 Warlocks (1 enhance, 1 embolden, 2 destructor, 4 normal)
Wave Serpent w/ Star Engines and TL Shuriken Cannons

10 Storm Guardians w/ 2 Flamers
Warlock w/ Enhance and Singing Spear
Wave Serpent w/ Star Engines and TL Shuriken Cannons


10 Storm Guardians w/ 2 Flamers
Warlock w/ Enhance and Singing Spear
Wave Serpent w/ Star Engines and TL Shuriken Cannons

5 Pathfinders

10 Wraithguard
Spiritseer w/ enhance and singing spear

10 Harlequins w/ 2 kiss, 1 fusion blaster
Troupe Master
Death Jester
Shadowseer

3 Warwalker w/ 2 Scatter Lasers

5 Dark Reapers
Exarch w/ EML and Fast Shot

2 D-Cannon support platforms


Army is divided up into 2 major wings, we'll see how it rolls out today.

Rolls out....ha!

Sunday, July 31, 2011

Latest projects and games for July

Well, not many blog posts this month because I've been super busy so I'll summarize what's been going on and attempt to be a better blogger next month!

1.  Wood Elf Army is now built to 2500 points for standard Warhammer Fantasy as well as almost ready for 2500/625 games of Storm of Magic!

  • Still have to paint up 18 Eternal Guard and put them on magnetic bases (the ones from GF9)
  • Still have to assemble the Elven Sorceress on an Owl from coolminiornot:
  • Currently working on modifying the Arcane Fulcrums to be more Sylvan in style.  i.e. converting the Eternity Stair to a Platform with Trees on it.  (I know more trees? wtf)
  • Ordering 4 Sabretusks and a Great Stag from GW to put into the SoM army.
  • Still have to paint/assemble/base the Owl,Eternal Guard, Sabretusks, Stag, 2 Albion Truthsayers and the Arcane Fulcrums.
2.  Beastman Army is now built to 2500 points for the standard Warhammer Fantasy game.  They are not ready for Storm of Magic and probably won't be for a long time.
  • I still have to paint the entire Beastman army as well as finish up a few conversions.
  • I still have to create movement trays, basing schemes, and neat little unit fillers to enhance the look of the army.
  • Also had a KILLER game against Daemons 2 weeks ago against my friend Chris.  Only lost by 100 vp's and against Daemons - I'll take it!  Wish I had thought to record our game.  Next go around I am ensuring that my games get recorded in some fashion!
3.  Warmachine army has now been collected, assembled and primed to 35 points!
  • Still have to paint up the entire army, I've started the Mage Hunter Strike Force already.
  • Played my first game with them against Menoth and did quite well.  Underestimated the close combat capabilities of the enemy warcaster but oh well.  
  • Developed some good tactics I think and learned exactly what not to do in Warmachine and Hordes.
4. Hordes army collected to 35 points 
  • Still have to assemble the 35 points 
  • Still have to play a game with them once assembled.
5.  Collected 1000 points of Dark Eldar for 40k.  I've been running a 40k workshop at my local gamestore on Monday nights to teach new players and existing players the game and give pointers on how to enhance the hobby aspect of the game.  It's going well - expect updates.

6.  The 40k Ard Boyz tournament is next weekend and I'll be competing in that.  I know I told myself I wasn't going to compete but man...it's Ard Boyz.  I feel it's calling.

Possible List 
2500 Pts - Eldar Roster

HQ: Warlock Unit (8#, 515 pts)
1 Eldrad Ulthran, 210 pts ((pp.50-51 & 61 Eldar); Independent Character; Psyker;  Doom ;  Eldritch Storm ;  Fortune ;  Guide ;  Mind War ; Divination; Ghosthelm; Rune Armour; Runes of Warding; Runes of Witnessing; Spirit Stones; Shuriken Pistol; Witchblade; Staff of Ulthamar)
1 Warlock Unit, 305 pts
1 Warlock ((p.27-28 & p.60 Eldar); Psyker;  Destructor ; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ((p.27-28 & p.60 Eldar); Psyker;  Embolden ; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ((p.27-28 & p.60 Eldar); Psyker;  Enhance ; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ((p.27-28 & p.60 Eldar); Psyker;  Destructor ; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ((p.27-28 & p.60 Eldar); Psyker; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ((p.27-28 & p.60 Eldar); Psyker; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Wave Serpent ((pp.45 & 63 Eldar); Unit Type: Vehicle (Skimmer, Tank, Fast); Energy Field; Star Engines; TL Shuriken Catapults; TL Shuriken Cannons)

HQ: Yriel, Prince (1#, 155 pts)
1 Yriel, Prince, 155 pts ((pp.52-53 & 61 Eldar); Independent Character; Fleet; Doomed; Master Strategist; Eye of Wraith; Forceshield; The Spear of Twilight; Plasma Grenades)

Troops: Storm Guardians (12#, 250 pts)
10 Storm Guardians, 250 pts ((p.39 & p.64 Eldar); Fleet; Close Combat Weapon; Shuriken Pistol; Flamer x2)
1 Warlock ((p.27-28 & p.60 Eldar); Psyker;  Enhance ; Fleet; Rune Armour; Shuriken Pistol; Singing Spear)
1 Wave Serpent ((pp.45 & 63 Eldar); Unit Type: Vehicle (Skimmer, Tank, Fast); Energy Field; Star Engines; TL Shuriken Catapults; TL Shuriken Cannons)

Troops: Storm Guardians (12#, 250 pts)
10 Storm Guardians, 250 pts ((p.39 & p.64 Eldar); Fleet; Close Combat Weapon; Shuriken Pistol; Flamer x2)
1 Warlock ((p.27-28 & p.60 Eldar); Psyker;  Enhance ; Fleet; Rune Armour; Shuriken Pistol; Singing Spear)
1 Wave Serpent ((pp.45 & 63 Eldar); Unit Type: Vehicle (Skimmer, Tank, Fast); Energy Field; Star Engines; TL Shuriken Catapults; TL Shuriken Cannons)

Elite: Wraithguard (11#, 399 pts)
10 Wraithguard, 399 pts ((pp.46 & 62 Eldar); Fearless; Wraithsight; Wraithcannon x10)
1 Spiritseer (Warlock) ((p.27-28 & p.60 Eldar); Psyker;  Enhance ; Fleet; Spiritseer Upgrade; Rune Armour; Shuriken Pistol; Singing Spear)

Heavy Support: Dark Reapers (5#, 217 pts)
4 Dark Reapers, 217 pts ((pp.34 & 66 Eldar); Reaper Launcher)
1 Dark Reaper Exarch ( Fast Shot ; Missile Launcher)

Heavy Support: War Walker Squadron (3#, 180 pts)
1 War Walker Squadron, 180 pts ((pp.44 & 66 Eldar); Scouts)
1 War Walker (Scatter Laser; Scatter Laser)
1 War Walker (Scatter Laser; Scatter Laser)
1 War Walker (Scatter Laser; Scatter Laser)

Troops: Guardians (12#, 264 pts)
10 Guardians, 264 pts ((p.39 & p.64 Eldar); Fleet; Shuriken Catapult x10)
1 Spiritseer (Warlock) ((p.27-28 & p.60 Eldar); Psyker;  Enhance ; Fleet; Spiritseer Upgrade; Rune Armour; Shuriken Pistol; Singing Spear)
1 Weapon Platform (Missile Launcher)
1 Wave Serpent ((pp.45 & 63 Eldar); Unit Type: Vehicle (Skimmer, Tank, Fast); Energy Field; Star Engines; TL Shuriken Catapults; TL Shuriken Cannons)

Troops: Pathfinders (Rangers) (5#, 120 pts)
5 Pathfinders (Rangers), 120 pts ((pp.38 & 64 Eldar); Fleet; Infiltrate; Move Through Cover; Stealth; Ignore Difficult Terrain; Pathfinder Stealth; Scouts; Pathfinders; Shuriken Pistol x5; Ranger Long Rifle)

Heavy Support: Wraithlord (1#, 150 pts)
1 Wraithlord, 150 pts ((pp.47 & 66 Eldar); Unit Type: Monstrous Creature; Fearless; Wraithsight; Flamer x2; Bright Lance; Scatter Laser)

Composition Report:
HQ: 2 (1 - 2)
Elite: 1 (0 - 3)
Troops: 4 (2 - 6)
Fast: 0 (0 - 3)
Heavy: 3 (0 - 3)

Total Roster Cost: 2500

If I do not bring Eldrad and bring a regular Farseer then that also opens up some options - or I could bring the dual seer council again and attempt to overrun and conquer.

We'll see how things work out this week =).




Tuesday, February 1, 2011

Warhammer 40k Tournament at Ancient Wonders, Jan. 30th

Last Sunday my friendly local gaming store had a 1500 point 40k tournament.  The tournament director Darron allowed special characters and had a swiss style tournament where we played 3 games using Adepticon scenarios.  I brought my standard Eldar Ulthwe 1500 point list (detailed on blog) and had decided to just tone down the competitive factor and play for fun.


1500 Pts - Company of the Damned, Ulthwe` Eldar Army Roster

HQ: Farseer (1#, 155 pts)
1 Farseer, 155 pts  Independent Character; Psyker;  Doom ;  Fortune ; Fleet; Ghosthelm; Rune Armour; Runes of Warding; Runes of Witnessing; Spirit Stones; Shuriken Pistol; Witchblade)

HQ: Warlock Unit (7#, 305 pts)
1 Warlock Unit, 305 pts
1 Warlock ; Psyker;  Enhance ; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ; Psyker;  Embolden ; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ; Psyker;  Destructor ; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ; Psyker;  Destructor ; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ; Psyker; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Warlock ; Psyker; Fleet; Rune Armour; Shuriken Pistol; Witchblade)
1 Wave Serpent ; Unit Type: Vehicle (Skimmer, Tank, Fast); Energy Field; Star Engines; TL Shuriken Catapults; TL Shuriken Cannons)

Troops: Storm Guardians (12#, 250 pts)
10 Storm Guardians, 250 pts  Fleet; Close Combat Weapon; Shuriken Pistol; Flamer x2)
1 Warlock ; Psyker;  Enhance ; Fleet; Rune Armour; Shuriken Pistol; Singing Spear)
1 Wave Serpent ; Unit Type: Vehicle (Skimmer, Tank, Fast); Energy Field; Star Engines; TL Shuriken Catapults; TL Shuriken Cannons)

Troops: Storm Guardians (12#, 250 pts)
10 Storm Guardians, 250 pts ; Fleet; Close Combat Weapon; Shuriken Pistol; Flamer x2)
1 Warlock ; Psyker;  Enhance ; Fleet; Rune Armour; Shuriken Pistol; Singing Spear)
1 Wave Serpent ; Unit Type: Vehicle (Skimmer, Tank, Fast); Energy Field; Star Engines; TL Shuriken Catapults; TL Shuriken Cannons)

Heavy Support: Dark Reapers (5#, 217 pts)
4 Dark Reapers, 217 pts ; Reaper Launcher)
1 Dark Reaper Exarch ( Fast Shot ; Missile Launcher)

Heavy Support: War Walker Squadron (3#, 180 pts)
1 War Walker Squadron, 180 pts ( Scouts)
1 War Walker (Scatter Laser; Scatter Laser)
1 War Walker (Scatter Laser; Scatter Laser)
1 War Walker (Scatter Laser; Scatter Laser)

Heavy Support: Support Weapon Battery  (7#, 143 pts)
2 Support Weapon Battery , 143 pts ; (D-cannon)
4 Guardians (Shuriken Catapult x4)
1 Warlock ; Psyker;  Conceal ; Fleet; Rune Armour; Shuriken Pistol; Singing Spear)

Total Roster Cost: 1500

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I was able to take one set of photos before my battery died on my camera.  Meh...

Anyway - here is a brief summary of the games.

Round 1 - Ulthwe` Eldar vs. Space Wolves


The scenario was pitched battle deployment and whomever had a Troop selection in the center of the map at the end of the game scored the objective bonus.
Normally I would do a turn by turn battle report but I'll summarize it by saying this:
Victory by turn 5.  I managed to wipe out the entire army scoring the full point value for the mission.  I lost 1 unit of Storm Guardians, 3 warlocks, and had a single Wave Serpent immobilized.
First turn I blitzed forward with all three wave serpents and managed to isolate a third of his army and destroy 3/4ths of his Assault Squad of Skyclaws.
Second turn I had my Warwalkers come in from the left side of the table and destroyed his Dreadnaught, a Rhino, his Assault Squad and a Razorback.
Third turn I managed to kill his Wolf Scouts that had charged my Warwalkers.
Fourth turn my guardians broke from close combat during his turn and I was able to kill the Fenrisian Wolves and Grey Hunters with my D-Cannons and Dark Reapers.
Fifth Turn - Destroyed his remaining Rhino, Long Fangs and his other Grey Hunters unit - wiping out his army.

Round 2 - Ulthwe` Eldar vs. Sisters of Battle


This game was very fun, I played against a buddy of mine Tim.  Tim enjoys rolling dice, regardless if it matters what the result is but he'll throw the bones just to do it.  The scenario was Spearhead deployment with Table corners being the objectives.  This game went 4 turns and was a blast.
Tim brought 2 Exorcists, a seraphim squad, and 5 units of sisters and another unit that my memory escapes me at the moment.
Tim went first after stealing the initiative and immediately wrecked one of my Wave Serpents spilling some rather annoyed Storm Guardians out into the snow.  I managed to fly two remaining wave serpents into the center of the map while my Reapers shaken and stirred one of his Exorcists.
Turn 2 resulted in the destruction of my other Storm Guardian squad's Wave serpent and the unit was pinned by his deep striking seraphim squad and he dealt 2 casualties to my Dark Reapers.  I managed to blow up one of his Rhinos with my Dark reapers, stunned his other Exorcist with my D-Cannons and my Seer Council opened up and destroyed 2 vehicles spilling unhappy sisters everywhere.
Turn 3 - Tim secured his table corner and attempted to mow down my Storm Guardians killing 2.  His remaining Exorcist just prevented my Wave Serpent from shooting.  My Storm Guardians roared and killed his seraphim squad and began their long trek to the other table corner while my other Storm Guardian squad assaulted his sisters by the other Exorcist.  The Seer Council also assaulted his Command squad and were locked in combat.
Turn 4 - Tim manages to kill the warlock in the D-Cannon unit with his Exorcist.  The War Walkers finally arrive and shoot his Exorcist on the left side.  24 shots, 14 hits, 1 penetrating hit....result..can't shoot....awesome.. Dark Reapers kill the rest of his sister's unit and my Wave Serpent flies to contest a table corner while the Seer Council kills his Command squad.

Game ended after this turn due to time being called.  We both controlled and contested a table corner but I got the win due to having 2 more Kill Points.  Great game and my first win against the accursed Sisters of Battle.

Round 3 - Ulthwe` Eldar vs. Tyranids. 


This was my final game of the evening, I went up against little Dan's "bugs".  The Scenario was 5 objectives and pitched battle deployment.  Dan brought a bunch of hormagaunts and termagaunts, a tyranofex, a zoanthrope, some melee bug guy with a 2+ save and a bunch of broodlords with retinue.  I went first and decided right off the bat that I was going to let him come to me rather than my standard method of blitzing to attack. My long range firepower units did an excellent job of whittling down his forces in the first turn.
Turn 1 - Dark Reapers kill most of the Broodlords command squad and Wave Serpents put 2 wounds on the Tyrannofex.
Turn 2 - Reapers slaughter a ton of Hormagaunts while Wave Serpents and D-Cannons wipe out one of his termagaunt units.
Turn 3 - Council gets out of their Serpent and kills his Broodlord with Destructor and pistols while my Reapers finish off one of his termagaunt squads.  D-cannon puts 2 more Wounds on his Tyrannofex.
Turn 4 - his Zoanthrope managed to immobilize a Wave Serpent and he charges the immobilized Wave Serpent and destroys a weapon and makes it unable to shoot.
Turn 5 - I disembark with the rest of the army and flamer/shoot/assault and wipe out the rest of the bugs with only losing my D-Cannon support battery unit.

Eldar win.


Tournament Results - 
1st Place - me.


So after this Tournament which was great (thanks Darron!) I think I may put my Eldar on the shelf for a bit and play around with some of my other armies such as my Black Templars or actually build that Raven Guard list I've been throwing around for a while.  We'll see how things work out!

Wednesday, June 9, 2010

Wargames Wednesday at Ancient Wonders

This Wednesday proved to be a great day for Warhammer and Warhammer 40k.  A lot of great games were going on and I was able to capture some battle reports and pictures of some of the games.
Games for Wednesday:
John's Ulthwe` Eldar vs. DJ's Ultramarine 7th Company Bike Army
Shawn's Orks vs. Jeremy's Chaos Space Marines
Tom's Khorne and Tzeentch Warriors of Chaos army vs. Eric's Dwarves
Chuck's Tomb Kings vs. Josh's Empire
Aubrey's Nightbringer Necrons vs. Jimmie's Deciever Necrons

I pitted my Ulthwe` Eldar Company of the Damned against DJ's Ultramarine Bike army.  I liked DJ's army and what he wanted to do with it.  He used the points denial strategy in that he held everything in reserves the entire game which I felt probably was a huge disadvantage for him against my Eldar. 
We played Spearhead deployment with Kill Points for mission.  Here is my deployment while DJ was in reserves.










Here is DJ's Ultramarine 7th Company.  He had multiple bike squads with Attack bikes and a captain and librarian mixed in.











Here is Turn 2 where he had 3/4th's his army come in.  Sadly he turbo-boosted everything and that proved to be his undoing when I was able to swing into position and unload with everything.









Here is the bottom of turn 3.
As you can see he doesn't have much left of his army due to extremely good rolls on my part and terrible rolls on his.








Bottom of Turn 4.

Top of Turn 5 ended up with my Storm Guardians removing the remaining unit of bikes on the board along with my Seer Council and Dark Reapers batting clean up and removing what was left of his army. 

End of game at Turn 5:
Ulthwe` Eldar 8
7th Company Ultramarines: 1




Here is Shawn and Jeremy's game.  As you can see Shawn was ready to rock and Roy was for lack of a better term "Super excited!"







Here is the bottom of turn 5 for Shawn and Jeremy's game.  Shawn's dice were not his friend this game, that and how in the hell does a Chaos Space Marine Raptor squad of 8 survive 44 flamer wounds and then 34 flamer wounds and only lose 4 guys?  Seriously, wtf??

At the end of the game Jeremy held 2 Objectives to Shawn's 1.




Here is a picture of Tom and Eric's game.  I sadly forgot to take more pictures of his army due to my game going on.  I also didn't get to photograph the other 2 games in the other room. 
I've got a game against Tom's Warriors of Chaos in 2 weeks and man...my Wood Elves are awesome but his army is so damn tough. 






So... if you are bored on a Wednesday come on down to Ancient Wonders and grab a game.  We always have a LOT going on. 

Monday, June 7, 2010

Eldar Tactica - Sylvos's Art of War for the Eldar

I was sitting at the game shop a few days ago and someone started to ask me how I used unit X and unit Y in my Eldar army.  This gave me the idea that I could provide my perception of the Eldar army in the form of a tactical journal so that others can maybe read it and also provide their own experiences with the unit.
I will be posting a series of tactics and descriptions of every unit in the current Eldar codex over the next few weeks.  Each article will present you with a outline of every unit's strengths and weaknesses as well as how I have used them in the past.  Now keep in mind this is how I use them and not how every other player uses each unit.  Hopefully by giving a full accounting of each type of Eldar unit I will be able to provide some helpful information and maybe alternate options of how you can use these units in your army.
I will be starting with HQ selections then moving on down the list in the codex.
I will also be including some snazzy fluff and background for each unit and what craftworlds utilize that unit the most in case you do not wish to run with the Ulthwe` theme.
With the exception of 3 Phoenix Lords, I have used every unit in the Eldar codex and even the Phoenix Lords that I have not used their tactics do not vary much from the ones that I have.
The first article will concern the Autarch and go from there.
Good reading!

Eldar D-Cannon Weapon Support Batteries WIP

I recently obtained two of the new Support Weapon Battery kits from GW.  I know I'm an odd duck for voluntarily choosing to use the Support Batteries but I really, really dig them.  I've used every type of Heavy Selection in the Eldar Codex (not the Night Spinner since it's a. not in the codex and b. just came out) and I made the decision to put away my Fire Prisms and go back to basics.  i.e.  Dark Reapers, War Walkers and Heavy Weapon Support Batteries. 
The Heavy Weapon Support Batteries I will detail in another post when I go into tactics for the Eldar army and their unit choices.  In the meantime enjoy the WIP images for my new D-Cannons!

Monday, May 31, 2010

The Insidious Role of the Black Library!

I just returned from an absolutely awesome weekend with my family in Tennessee.  Before I got on the plane however I needed something to read since my girlfriend ported one of Robert Jordan's books to her ipod and had planned on listening to it while we flew.  So we went to Borders on Thursday and I picked up 3 books; Rynn's World, Helsreach and Brunner the Bounty Hunter.  Games Workshop has a production they call "The Black Library" which they house all of their fiction generated for Warhammer and Warhammer 40k.  It's a brilliant concept since players will buy the fiction and then be inspired to build an army around the characters or concepts divined from these novels. 


Example:  Reuben has a "Blood Pact" army that he was inspired to create after reading the brilliant literature of Dan Abnett.  His blog "Pick a damn army!" (located on my blog links to the right) shows his entire journey of creating a 1500 point army based upon the chaos traitor guard described in those books.

Rynn's World and Helsreach have inspired me to rebuild my Space Marine armies.  I will be creating a Crimson Fist army (after my Beastman army) based on the heroics of the chapter in Rynn's World.  I will also be redesigning my Black Templar army list to revolve around a Reclussiarch that functions much the same way Grimaldus did in Helsreach.


The fiction that is generated by Games Workshop authors is also very well written and I love it.  Up to this point I had only read 40k fiction since I hadn't really found anything that appealed to me fiction wise in the Warhammer Fantasy universe.  The High Elf trilogy looked neat but I didn't really have a burning need to read about High Elves and Dark Elves.   I saw an omnibus called Brunner the Bounty Hunter and a little voice inside my head said "MINE!".  After reading the first chapter I was hooked, much like I was after reading the other two books I mentioned earlier.  Such fantastic writing and characters!  It almost makes me want to make a human army in fantasy - hahaha I know right?  I've always been a fan of the Bounty Hunter/Ranger/Huntsman/Fallen Hero/Elf type character and I have to say Brunner has jumped up into my top 5 favorite characters of all time and that says a lot since I have read a metric ton of fantasy books in my time.  The 40 boxes of books in the garage will attest to this claim!


It took a while for the overall scheme that Games Workshop has devised to hit me but now that I have read enough books and really gotten into their products, I can see that their fiction line is just another way for fans to involve themselves deeper into their hobby line.  It's brilliant really.  Worked on me!

I strongly recommend all three of these books to any Warhammer or Warhammer 40k fan.

Thursday, May 27, 2010

The Eldar Night Spinner - Success or Fail?

So Games Workshop released the statistics for the new Eldar Night Spinner in the latest White Dwarf magazine.  I have to say at first I was really unimpressed.  I had been expecting something a lot better and I'll explain why after I list the pros and cons of the tank after the stat line.

Night Spinner
Slot: Heavy
Cost: 115
Type: Fast, Skimmer, Tank
Armor: F 12, S 12, R 10 BS 3
Weapon Load out: 
Twin-linked Shuriken Catapult
Night Spinner - Range: 72", S6, AP -, Large Blast, Rending.  Any units hit moves as in difficult and dangerous terrain during their next turn.

 Hrm.......

So when you first look at the weapon load out you think to yourself...wow what a piece of crap.  Gee, thanks GW for giving me a Warp Spider gun that is a large blast template.  However, let's break it down and examine how it can be used effectively.

Pros:
1. Fast Skimmer Tank - it can move 12" and still fire it's Night Spinner turret or move 24" for objective contesting.
2. Long range weapon - it can hit anything on the board.
3. It is 1 strength higher than a Fire Prisms Large Blast template which is helpful against infantry and even tanks.
4. The blast is Rending, meaning it can autolift models on a roll of a 6.
5.  Synergy options - Roy pointed this out to me earlier today which I had not thought about.  You can shoot a unit of infantry or heavy infantry and the terrain becomes difficult and dangerous.  Your squad can assault them without penalty and when they move to engage you in close combat, every model has to take a difficult and dangerous terrain test which can further augment your success rate by removing casualties before the fight even starts.  It also allows you to restrict your opponents movement on multiple fronts since all it has to do it "hit" the vehicle not penetrate or glance. 

Cons:
1.  Takes up a Heavy Support slot, even more importantly takes up a Fire Prism or Dark Reaper slot.
2.  115 points for a S6 large blast weapon.
3.  While it is Rending, it is still only Strength 6.  There is no versatility with the gun unlike the Fire Prism that can fire a large or small blast with variable strength and AP value.
4.  A lot of hype was generated for this tank and sadly it doesn't match the hype.  People were expecting something better and more exciting.  They didn't want a modified version of the Fire Prism and they most certainly did not want another tank taking up the already highly contested Eldar Heavy Support slots.  They really should have made this a Fast Attack vehicle.
5.  Not a transport.  People were also hoping for another type of small squad transport with maybe even an assault ramp (ha). 


Overall, I think the Night Spinner can not be counted as a Success or a Fail.  At least not yet, perhaps after a few games people will begin to see some better uses for them.  I personally will probably not be using it since I already have my Heavy Support slots filled and I recently dropped my Fire Prisms for other options.  I will probably proxy the Night Spinner in a few games just to see it but I really don't see it being a fixture in my army.