Sunday, July 8, 2012

Best Overall Proudly Supports Stiffneck Studio

Hey, as some of you may be aware, I had a debacle regarding my AdSense account last year. A few of you well meaning chaps decided to go a bit click happy for my birthday, and turns out it was a violation of the terms of service. Well, about $500 in lost ad revenue later, I was without ads and didn't intend for that to change.

Well, I recently decided that I would place a few links on my blog. These are not ads in the traditional sense, in that I am not getting any revenue from them. Instead, they are a way for me to show my support for businesses or endeavors which I believe in, run by people I trust and support.

You will notice a new banner up near the top of my page, for Stiffneck Studio. This is a commission painting outfit that is run by a good friend of mine, and for whom another of my good friends paints. This is a really top quality group of guys that do outstanding work. I heartily recommend and endorse them for anyone that has any interest in getting a commission done, small or large.

If nothing else, click on the banner and check out their gallery, there is some amazing stuff there. I especially enjoy the Necrons.

Thursday, July 5, 2012

Why Allies Are Good for the Hobby

I’m going to go ahead and say, that Allies are by far my favorite element of 6th Edition. When this was confirmed, I just about went bananas. Allies tickle my awesome bone for a few reasons, mostly having to do with the exponentially expanded possibilities for list construction which comes along with them. I am a list-building fanatic. I actually enjoy writing armies, JUST for the sake of writing armies. Some people have actually chided me for posting up lists for discussion about armies I don’t own nor intend to own. Really? Come on, talking about army lists is fun! Not for everyone, but for me, I really do enjoy it.
 
So that’s a great, great aspect of allies, for those of us who can’t get enough of theoryhammer/listhammer.
But I’m not here to talk about why *I* like allies, but instead why allies are good for The Hobby, and bring it closer to the vision that I think Games Workshop has always desired, without ruining it for those of us that actually enjoy going to tournaments (competitive, well-designed tournaments).
So allies are good for competitive players, I will argue. I believe they are a poor-man’s fix to codex creep and balance issues, with a nod to fluff thrown in. Armies can shore up weaknesses in their own unit selection by borrowing from other’s repertoire’s. Tau seem to me to be the stand-out winners here. With the ability to work with anyone, and firepower units but a paucity of good troops and screening, they have gained a LOT. Personally, I would be looking at Orks if I was playing Tau as a kick-ass supplement, but that’s just me.
But I also indicated that allies are good for less competitive gamers, and help to realize the vision for The Hobby that Games Workshop has always had (I think).
When you are a competitive player, you build armies. You don’t collect armies, you build them. There may be some exceptions to this rule, but I think they are few and far between. You start with theory, you come up with a concept, you probably proxy and playtest, you discuss with fellow gamers, then you buy the units you need and, if you are also a painter, you build and paint them to a tournament standard. You may have some flexibility within that army. Maybe you have some Wolf Scouts and Lone Wolves and swap them out interchangeably. But probably for the most part your army is your army.
When we talk about building an army, we are talking hundreds of dollars. We are talking 2000 points. We are talking hours and hours of invested time.
Games Workshop wants you to collect units, not armies.
I distinctly remember reading old White Dwarfs, and I’m sure it hasn’t changed too much. The basic premise is: Buy a unit. Build the unit. Paint the unit. Throw it into your army and try it out.
For casual gamers and collectors, this works quite well I imagine. Say you are an Ultramarine player. The new honour guard models come out. Oh neat, I think I’m going to go buy that box. You buy the models, build them, paint them. For your next game, in they go!
Bully for them.
But this tends to lead to mono-army-itis. 10000 points of boyz in blue.
Allies allow for a blending of these two approaches, opening the door for both casual and competitive gamers to become collectors.
Now, if you find Necrons or Dark Eldar interesting, but aren’t sure you want to dump 600-700 bucks into an army, you can still play them. Buy your HQ, and a unit of troops, and you are off to the races. Add a unit of Fast Attack, and into your army they go.
This will also alleviate, to some extent, the “Lots O’ Marines” epidemic. I think most people start playing the latest Marine codex because they already have a bunch of the models they need, and it gives them a chance to try something new. If you already have 12 Rhino hulls you can use them in any Marine army you want. There is relatively little incentive to try a Xenos army, because Xenos armies require a totally new investment in a complete, new army.
Now, if a Xenos codex releases, you don’t have to buy a full 2000 point army. Again, HQ and a Troop, and you are ready to integrate into your existing forces. Tau are positioned to sell like hotcakes to… EVERYBODY once their new codex drops. Anyone can use them, and you don’t have to dump the better portion of a grand to do it.
I will say, army paint judging may have to flex a bit. I can imagine it will be hard to have a visually “cohesive” force if you are running Ultramarines and Necrons together… 
At the end of the day, I think this is a really good thing for everyone, including Games Workshops. They will more easily sell models, we will more easily try out different things... it's a win win. 

Wednesday, July 4, 2012

Three Games In... Still Loving 6th

Allies: Love 'em. Mix and match, baby!


2 x FoC at 2k: Not sure yet how I feel, I have yet to actually try this. My... gut sense is that this isn't that big of a deal, that it will help weaker codices more than the stronger codices, and that if you've ever played at a doubles tournament with 2 x 1000 point allied armies... you've already played with this.


Hull Points: Makes us change our game, but I love em (makes heavy armor more meaningful, which is a good thing).

Flyers: Very cool concept, very solid rules... NO DAMNED WAY TO KILL THEM! I mean, you CAN kill a couple of them, with weight of fire. But facing 6 of them... no fucking way without flyers of your own. I have downed Vendettas with twin linked Psycannons and Twin Linked Psyflemen, but it takes the entire army focussing to take down one per turn. Simply not a good balance of ways to take them down other than other flyers BUT if they go too far and give everything Skyfire it makes them worthless. A tough thing to balance. My sense is to give purchasable Skyfire upgrades for things like vehicles and Missiles but for a significant cost... The FAQs were dissapointing in this regard.

Close Combat: Two biggest changes are challenges and the wide disparity between AP2 and AP3. Lots of AP2 weapons that strike at I1, and lots of AP3 weapons that strike at initiative. This creates a very, very interesting dynamic. Challenges are a mini-game that is very interesting to play. 2+ armor feels very powerful now, appropriately so. In general close combat seems much more satisfying and fun.

Highlight of the last game:

Mephiston charged my biker squad which had my Biker Captain with a Relic Blade and Artificer armor. The Biker Captain accepted Meph's challenge and tanked him with his 2+ save. This held Meph in place while I moved up my Land Raider and the next turn charged him with my five Thunder Hammer Storm Shield terminators. Meph challenged, I declined and he sent my Terminator Sargeant to the rear, but my Powerfist bike Sarge and the other four Terminators beat on him (but did not kill him after he made a few 5+ Feel No Pain saves). Next turn he challenged again, I declined, he sent my Termie Sarge to the rear again. He caused multiple wounds on the bike squad, I took them on the Captain again. One got through, he activated his force weapon, and fried my captain. In revenge, Mephiston got beat to a pulp with Thunderhammers.

Epic.

Armies I'm Going to Run:

I'm thinking of the various army/ally combinations that I would like to run. I think my Loganwing is going to get some Deathwing allies, because TH/SS Terminators with a few more cyclone launchers - that score - would make a STRONG addition to a Footslogging Loganwing. Oh and they can deep strike. Nothing but net. Unfortunately that combo might not last too long as the Dark Angel codex is coming out soonish, but that's fine.

And I have been enjoying the heck out of allying vanilla biker marines with my Grey Knights. Gives them TH/SS Terminators, and fast troops with melta and plasma, which they kind of like.

Tyranids... well double flying Tyrants is a must. The flying Hive Tyrant is my all time favorite 40k model, and one of the reasons I like Tyranids to begin with. It was a shitty choice before, but a better one now. How to support an army around them though... still thinking about it.

Monday, July 2, 2012

6th Edition Lone Wolf Tactic: "Sick Em Boy!"

So, I have been right there with all of you reading through the 6th Edition rulebook. I have to admit that the twilight of 5th had me really bummed out, for several reasons. But all of that is behind us now, it's a brave new world, and the fun of exploring and discovering a new edition has me excited along with the rest of you.

Now, I have had the opportunity to get in two games so far. I played a mixed Vanilla Marines/Grey Knights force using a variety of my model collection including my Space Marine bikes. I have to say, I absolutely LOVE the ally rules. They add so many options, and honestly resolve so many of the dilemmas faced by a competitive hobbyist like myself. I enjoy exploring multiple codices, but I also enjoy having my shit painted. Unless I paint every single unit in the same scheme (not a bad route, really), I have to make tough decisions about which armies my models go into.

Now, I can use my Space Wolves with my Grey Knights. My Grey Knights with my Biker Marines. The sky is the limit.

If you an Imperial, that is.

Even in 6th Edition, the Imperial bias is pretty obvious. The range of options available to the Boyz in Blue in terms of alliances, psyker options, Flyers and anti-Flyers is pretty obvious. I was dissapointed in the FAQs, to be frank, didn't provide the level of modification to the codices that I expected.

But, we adjust. I'm still thinking about how I want to run my Nids, but in the meanwhile I have been giving some thought to my Loganwing.

Now, Lone Wolves were always one of my favorite units. They are a unit who's rules fit their fluff and character in a truly elegant and awesome way. They are, in a word, badass.

Their main weaknesses have ALWAYS been their difficulty in hitting fast-moving vehicles, and their slow speed/low threat range.

Well, boys and girls (heh, did anyone else notice the unicorn on page ix... who does GW think we are, chumps? Unicorns aren't real!), 6th edition has brought us some changes that I think we are going to like.

One: Feel No Pain is a little lower, but probably better for Lone Wolves. Yes, you are slightly more vulnerable to small arms fire. But you have Eternal Warrior and as I read it will get to make a 3++ followed by a 5+++ all day long. That should inconvenience Power Fists, Dreadnoughts and the like.

You hit vehicles now. Easily.

No more hoping your shooting gets an immobilized result so your Lone Wolves can get the kill. Now that we're hitting moving vehicles on a 3+, anything should be afraid to get close.

But how close should they be afraid to get, anyways?

This is where we get a bit tricky. I'm PRETTY sure that Fenrisien Wolves will dramatically extend the Lone Wolves threat range and make them generally a devastating mid-field controller.

So, the new Movement rules have changed since 5th edition. Now, instead of moving at the speed of the slowest model in the unit, each model can move up to their full movement so long as they remain in unit coherency. This is a BIG change. I was chatting with Stelek about this earlier today, and he mistakenly believed it was still "slowest model in the unit," so I went home and double checked (Page 10) and it's not. He should be very excited about exploring this method for slingshotting IC's using Jump Pack Marines, or vice versa. Interesting stuff.

So, the Lone Wolf buys his two Fenrisien Wolf pets. He runs directly towards the enemy (duh). His wolves stay tucked in closely behind him, to avoid their getting shot up by small arms fire. Beefcake takes the hits for the team (this is a situation specific thing, ofc. If you think it's better for your wolves to suck up some Lascannon shots... let them lead the way, but just know that anyone with a brain will just gun them down with bolters first).

So there you are, running forward with your wolves behind you. You identify a target, let's say a vehicle. You move your Terminator directly towards the target, then move the next wolf up, 2 inches in front of the Terminator, directly towards the target. Now, I was going to say to move the NEXT wolf up 2" in front of that, citing the codex rule that the 2" from characters only apply to characters... but I thought to check the rule book and indeed in 6th Lone Wolves are characters, so we can't stretch that Conga line out TOO far...

Anyways, that also means you can still shrug off Lascannons onto your wolves even if they are behind you on a LoS roll. The more you know...

Anyways, declare your charge, roll your distance, and go! You are within 2" of your Fenrisien Wolves, so you can swing as long as they don't die. But the good news is, even if they die, you still get your 3" pile in move which will likely bring you into contact (because the enemy has probably counter-attacked towards you at initiative... higher than 1). And now you are stuck in, because... you are awesome and probably won't die.

Against vehicles, you aren't going to lose the wolf. So you basically get a free 4" of charge range, with no risk, giving you 6 plus 4 plus 2d6 = 12 - 22 inches charge threat (edited: I double counted the movement before).

Conceptually, I think of this as your Lone Wolf having his wolves "sick" the target, slowing it down while he comes up to beat its ass. Pretty awesome.

If I've missed something basic, feel free to point it out. But this seems legit, and adding extra range is a very good thing.

This can also be used to ensure that you can charge into terrain without having to roll for it. By leaving your Terminator JUST outside of 6" from the target, and letting the dogs lead the way (they ignore terrain, so the unit will not have to roll for it). 

Yeah. Welcome to the new edition baby.

Sunday, May 6, 2012

Why Mech is King and Purgatus Sucks at Warhams

Hello fellow bloggers.

I am back from the TSHFT Invitational. I had two good wins, two good losses, and two... I don't know, bad losses?

I must admit I didn't really devote any time to studying the format of the event, or the scoring system. For those interesting in the format, you can find out more here.

Suffice to say I am not a huge fan, which is probably to be expected.

I'm not a fan of Battlepoint tournaments. I'm not a fan of crazy missions or whacky "bonus" objectives. I didn't carefully select pairings of secondary and tertiary objectives for each of several different types of opponent armies.

I basically focused on the main mission, and tried my darndest to win it come hell or high water. Many players simply played for draws, and focused on the bonus missions, which were actually worth more than a win.

When you are diving full strength for a win, and your opponent is holding back conservatively and not taking risks to also try to win, sometimes you basically  hand your army to them.

This is doubly true when the "win" condition for two out of six games requires you to take objectives in your opponent's deployment zone, with a foot slogging army. Doubly especially with out any line of sight blocking terrain against a Grey Knight army with 100+ anti-infantry shots that you have to walk into in order to take objectives which are all on your opponent's half of the board.

Ugh.

Now, it didn't help that I didn't sleep very well before or during the weekend.

It didn't help that I basically haven't been playing the game for the better part of the year.

And it certainly didn't help that I was basically playing a whacky battlepoints tournament as if it was a win/loss tournament. So there is certainly plenty of blame for myself.

But the reality is that I didn't have fun. And I get frustrated when I play in settings that are like that. It's not my "schtick." So I won't play in those types of tournaments anymore.

And I'm not going to try and play "unique" armies anymore, either. I'm not going to play footsloggers just to be different. I'm going to mech up, play my Grey Knights like everyone else, and not give a fuck what anyone says about how common, overpowered, or cheesy they are.

But for the record, Psychotrope grenades are complete and utter horseshit. Just sayin'.

So, expect Razorbacks, Psyflemen Dreads, and lots of Psycannons. It's just the way this edition works. Sixth edition might be different but for now I'm just going to play my Knights.

Anyways.

I hope you all had a great weekend, and for the record, all my opponents were completely pleasant and probably putting up with a really bitchy and cranky Purgatus, so I apologize to them.

Friday, May 4, 2012

Heading to TSHFT Invitational

My bags are packed... I'm ready to go... Leaving... in a Hyundai... I'm pretty sure that I'll be back by Sunday...

Yeah, I'm pretty poetic. Anyways, I've earned a spot at this year's The Seattle Heart of Fire Tournament (TSHFT) Invitational. So I'm throwing caution to the wind and going to a GT instead of studying for my midterms. Hooray!

To show just how "unplugged" from gaming I have become, I spent the evening today gathering my crap for the tournament. I couldn't find my codex for like 45 minutes, I was missing several minis, and... I can't find my dice.

Like, at all.

I got so desperate that I had to raid my old RPG dice bag for all the odd colored, mismatched D6's I could find.

How embarrassing.

I also can't find my Tac Template, which is just really really shitty. Playing a foot army without a Tac Template is just asking for trouble. Ugh.

Anyways, I'm heading out early tomorrow morning. I'll try to post the results up here for you guys, along with some photos if I can.

My army list tomorrow, for those who care:

 Logan Grimnar

Rune Priest, Living Lightning, Murderous Hurricane

Lone Wolf, Terminator, Storm Shield, Chainfist
 Lone Wolf, Terminator, Storm Shield, Chainfist
Wolf Scouts x 5, Meltagun

Wolf Guard x 10, Terminator x 2 w/Cyclones and Chainfists, Arjac Rockfist, Power Armor w/Combimelta and Wolf Claw
Wolf Guard x 5, Terminator x 1 w/Cyclone
Wolf Guard x 5, Terminator x 1 w/Cyclone
Wolf Guard x 5, Terminator x 1 w/Cyclone
Wolf Guard x 5, Terminator x 1 w/Cyclone

Longfangs x 2 w/Lascannons, Packleader
Longfangs x 2 w/Lascannons, Packleader
Longfangs x 4 w/Multimeltas, Packleader, Drop Pod

2000 Points

Doesn't look like much, but... well maybe it's just not much. Lol.

 There's a few ways it could be improved, but it's painted perty and that's important. I'm waiting till sixth to do anything new. Arjac rides with the Loganbomb Longfangs in the Drop Pod, and the Combimelta/Wolf Claw goes with the scouts. The remaining eight man unit along with the Rune Priest are my midfielders, supported by two smaller five man units and the Lone Wolves. The two units in the backfield give up a Wolf Guard each to the Longfang units (which should be missiles but I have Lascannons painted so bite me) to make them not totally die to a gentle breeze. And then Logan's unit comes in and hopefully just causes a ruckus. They usually do.

I'm excited to try out Arjac for the first time (giggle).

Later gents.

Sunday, April 1, 2012

Best General RTT

Took Best General at a RTT today, a small one with only ten players, but I was the only undefeated at the end and played some tough opponents. I brought a 1500 point version of my Loganwing, and it did very well. I was tied for Best Overall as well, but the other player had a higher sports score and so got the nod. There were some flaws in the paint scoring, but life goes on. In any case, I had a great time in all three of my games, though my last two were very high tension. Onwards and upwards!