Archive for the ‘Warhammer 40000’ Category

Leaked Assassins Pictures Discovered

posted by TheRascalKing13
Apr 25

assassinThere’s been some hum around the blogosphere regarding the new assassin models. There’s been very little information surrounding them. They do appear to be coming out as part of a possible limited release. They most likely will not be part of a codex, but will have their own mini-codex that can be taken as a detachment.

Assassins have been an iconic part of the Warhammer 40,000 experience since the very beginning. It’s exicting to see some of the classic but extremely old models getting an update. The four assassins have had the same models since I started playing back in 1999, so they definitely are older than that. These new ones are awesome, and really have some incredible motion to them.

Without further ado, here’s the new models.


Apr 24

old_eldarEarlier this week we talked about the good parts of the new Eldar codex. Some of the words I specifically avoided using “powerful” or “broken”. Most of the updates to the Eldar codex are pretty good, and bringing down the power level of the Wave Serpent was definitely a start. However, today we’re going to talk about the bad, ugly parts of the codex. These parts aren’t bad because they are poor or weak, they are bad because they are hideously, massively broken. The three units that are going to ruin the fun for everyone are the Wraithguard, the Wraithknight, and Jetbikes.

The first, and certainly the most talked about, problem with the book is the Wraithknight. He’s the first of two units who has access to D weapons. He starts out at a miniscule 295 points, and you can expect to see him right around that level even after upgrades. Check out the formations down and to the left on this article. For a small entry fee to get the minimums for the formation, you can take up to twelve Wraithknights. There is a very easy possibility of taking five of them in a 2,000-point list. This is unacceptable in my opinion.

eldar_formationsThe problem with them is that they have close-combat and ranged D weapons. They can also move very quickly, and maintain their initiative in close combat. That is to say they are not unwieldy. With all those D hits, they will destroy whatever they come into contact with. Tyranid players might as well not even unpack their army. You can instead shake on the game, pour another drink, and play a nice match of Zombicide instead. Imperial Knights are screwed. Hell, Bloodthirsters are screwed, they probably won’t get an attack off before dying like 300-point chumps. I know Games Workshop’s stock has been down, but making a $115 model the best thing in the book feels a little bad.

The other Wraith-half that is going to cause some waves is the Wraithguard. You can get them for around 40 points, and they can have access to D weapons through the distortion weapons they can field. Scytheguard have D weapons in close combat. This is just simply not fun design. If these guys land any attacks, they will kill what they are pointed at. 120 points of Wraithguard can shoot enough to take out a Land Raider, or maybe even something bigger. I’ve seen it pointed out that you can shove them into a Dark Eldar Raider and then they can Deep Strike and shoot from inside the tank. This is not fun. Losing hundreds of points of models you’ve spent time painting in the first minute of shooting is not fun. There is no reason to be putting D weapons onto such cheap, generic troops. D weapons should feel special, and this doesn’t help.

Lastly, there’s one more unit I feel is worth bitching about that is fortunately not packing any D weapons. Jetbikes are going to be a persistent problem as they have the laziest design I’ve ever seen. They are Troops, so they have Objective secured. They are on jetbikes, so they are obviously extremely fast. The lazy bit is that every single bike can be upgraded to a heavy weapon. They can have a Scatter Laser or Shuriken Cannon. So, for under 300 points, you can have a Troop that moves 36″ and can fire 30+ S6+ shots and has a 3+ armor save. The best things in seventh edition are shooting and movement. This just completely blows everything out of the water. There is literally almost no way to stop them, and remember they cost about as much as ten Space Marines in a Rhino. It’s just absurd how imbalanced it all is.

That concludes our gripe-fest about the Eldar. With any luck we’ll have the Khorne Daemonkin review and battle report up soon, so stay tuned. Let me know how the Eldar are treating you in the comments!


Eldar Codex Review Part One: The Good

posted by TheRascalKing13
Apr 22

eldar_autarch_iyandenThe new Eldar codex has finally arrived, and there are a lot of changes to digest. It’s very interesting as right off the bat the codex does seem overpowered. There is a massive amount of D weapons and the Wraithknight can best be described as “silly”. There is the requisite dead weight in the book, but there is also a lot of balancing out of units. Also, I know the Khorne review and battle report is delayed, but we will be getting that soon.

We’ll start this review with what everyone has been wanting to hear. Wave Serpents are now just a regular, if still good, transport. Shooting the shield has been reduced to once per game, and the Scatter Laser no longer twin-links everything. The mighty Serpent has met an even deadlier foe – the nerf bat. This is going to tone back a huge problem with the old codex. They can still jink and fly faster than just about everything, so I would still expect to see them around a lot.

The other cool gravtank news is that Fire Prisms, Night Spinners, and Falcons can now squadron up to three. This is absolutely huge. One of the main limiting factors of the Eldar Force Org was that the Heavy Support slot had too many good choices. With the option to take multiple grav tanks in one slot, you can really add a lot of variety to a single Force Org. This makes taking a lot of Aspect Warriors or Wraithguard that need transports a lot more palatable. The Fire Prism gets +1S and -1AP for each additional Prism in the squadron, and the Night Spinner gets +1S. That’s in line with previous codexes, but now you can get that goodness in a single squadron.

The last cool bit of vehicle updates is that the Vypers now squadron to six and got a point reduction. They are still a bit underpowered compared to all the other glory in the codex, but this at least makes them playable. I’ve always thought they were a cool model, so this might convince me to pick a few up.

The Phoenix Lords have all been updated. They’re a bit points heavy compared to guys like the Wraithknight, but they do ooze flavor. They’re all right around 200 points, so don’t expect to see them anymore than you already do. Here’s a very brief overview of each one.
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Apr 14

bloodthirsterThe Khorne Daemonkin codex has been released, and inkzoo and I were itching to take it for a ride. We’ve been waiting for a decent Chaos book for a while, and in particular one that let inkzoo use his painted and awesome Khorne troops. But first, a story.

When I was a young man back in the nineties, at 13 years old, I did not have a very wide social circle. Most people I was friends with in school were from my street. I lived in a pretty rural area Northwest of Jackson, so getting to see people outside of school was tough. As our school district was one of the largest by area in the State, that made it even harder.

My friends had heard that I played a game of 40K with my brother and enjoyed it. They insisted that I meet this other kid who played, so we could nerd out together. That person ended up being inkzoo.

The first time inkzoo and I played a game, I went over to his place. We started getting set up, and I noticed he had a really awesome fully-painted Bloodthirster. This is the old model, the pewter one that weighs 600 pounds. I pick it up and immediately butterfingers it. The model he spent 20 hours or more painting fell to the floor, and shattered into a haystack of twisted pewter. I had known inkzoo for under an hour, and I destroyed his pride and joy.

So, inkzoo, me, and Khorne go back a long ways to the fuzzy days of 1999, and our relationship started with Bloodthirsters. On the summit of the new Khorne Daemonkin book, we decided to play a game together to celebrate what Khorne means to us. I mean that in the literal sense, we actually both played both sides of the board. We wanted to create a fun, narrative-driven game. We also wanted to avoid mistakes while playing, so having two people both work on the same side works well for that. We also built the lists together, making sure that they were maximally assault-driven. This was to ensure the full glory of the fury of Khorne.

We’ll have a full battle report up within about a week, including the famous MI40K top-down full-graphics imaging we used to do before the server went down. Until then, here’s the lists we’ll be using for this battle.

Show/Hide therascalking13’s Space Marines List

Show/Hide inkzoo’s Chaos Space Marines List


Review: New Forge World Pre-Orders

posted by TheRascalKing13
Apr 12

Alpha_Legion_by_megalarosIt’s been a busy few weeks for Forge World, and they just dropped another set of models on us. We’ve got a nice variety this week, with a new Realm of Battle board leading us off. Additionally, there’s a new entry in the Horus Heresy Character Series; This time it’s Armillus Dynat, Harrowmaster of the Alpha Legion. Lastly, there’s the new Xiphon-pattern Interceptor. Let’s go through them and take a look.


Realm of Battle – Imperial Primus Redoubt

This model regretfully has nothing to do with the awesome sounds of Primus. There’s not a lot to say here, the model looks fine, and is just another brick in the wall that is Realm of Battle. My main beef with the Realm of Battle boards remains that they are enormously expensive. Each 2’x2′ board is $185.00, plus shipping. That makes this almost certainly over the $200 mark, or $1200+ for a full 6’x4′ board. That’s way too high, and also explains why I’ve only seen these in game stores.

The rules for this thing are insane. They released experimental rules. It’s a large building, with ten hull points and armor 15. It also includes a Turbo Laser Destroyer in the base cost of 650 points! That’s the biggest gun in the game, usually reserved for Reaver Titans, and it’s on a platform that is basically undestroyable. It’s a two-shot Large Blast at strength D. It also has options to bolt on smaller guns, but honestly, why bother?

At any rate, on to the pictures and official description.

Found on worlds across the Imperium since the days of the Great Crusade, the Primus Redoubt is one of a class of super-heavy emplacements built en-masse to defend the cities, foundries and other vital structures on newly Compliant worlds. Constructed with emplaced weaponry more often found on heavy void craft and battlecruisers, and powered by reactors buried deep beneath its visible structure, the Primus Redoubt is designed to eliminate vehicles at very long range, and has enough destructive force to take down super-heavy vehicles and even Titans. Its substantial walls are further protected by a projected force dome, shielding the redoubt from all but the heaviest of incoming fire and orbital bombardments.

The Realm of Battle Imperial Primus Redoubt consists of a 2′ x 2′ Realm of Battle tile that features a large bunker complex with multiple battlements and a double-barrelled turbo laser destructor turret. It is a fortification that can be taken by any Faction in Warhammer 40,000 and Horus Heresy games. Experimental rules for the Primus Redoubt can be found HERE.

This is a complete multi-part resin kit. It is available to pre-order today for despatch from Friday 10th April.


Armillus Dynat, Harrowmaster of the Alpha Legion

There’s no way I won’t call this guy “Armadillo Dymaxion” at every turn. It’s just a ridiculous name. And also, I want to know who is handing out honorifics at the Alpha Legion base. “Harrowmaster”? Someone was going through his annual review and thought “We should promote Armadillo from Division Manager to Harrowmaster”. Oh Warhammer, you are incorrigible.
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void_shield_genWe’ve discovered some interesting news regarding the limited-release Void Shield Generators. These ones are going for ridiculous prices on eBay. It looks like Games Workshop is going to issue a new run, so stop bidding on eBay. There are signs on the Games Workshop website that new pages are being built for several items with redirects already in place. For instance, this page – http://www.games-workshop.com/en-US/void-shield-generator – resolves to – http://www.games-workshop.com/en-US/Void-Shield-Generator. This has caused many rumor mongers to expect an announcement in the next few days.

Here are some other website redirects of note.

Promethium Pipes

Link http://www.games-workshop.com/en-GB/promethium-relay-pipes
Redirect http://www.games-workshop.com/en-GB/Promethium-Relay-Pipe

 
 
Dark Angels Codex

Link http://www.games-workshop.com/en-GB/codex-dark-angels
Redirect http://www.games-workshop.com/en-GB/Codex-Dark-Angel


32mmAdapterThe miniature accessories manufacturer Secret Weapon has come out with a new release. They are now producing 25mm to 32mm adapter rings. These are rings that you can glue around the bases of your existing 25mm bases to make them a step up to the 32mm size.

Games Workshop
has been quietly releasing models on the new 32mm bases. They say that the reason is because it makes the models more imposing, and gives them more room to be dynamic. Specifically, the Death Company release saw them on the new bases.

They do look good, but they have left a lot of people wondering if they will need to re-base their entire army. Games Workshop has been adamant that you can legally use either in gameplay. Most tournaments are flexible, since they know that it can be a massive burden to keep armies up-to-date once they reach critical size. Indeed, just replacing arms on guys that I have when a new edition comes out can be a month-long process.

The problem of course arises from the fact that some units heavily benefit from the larger bases, and some are hindered. We’ll be discussing this further later in the week when talking about the new Khorne Daemonkin codex.

secret_weaponThese rings solve the problem by allowing you to easily step up the size on your existing bases without breaking the model. You can paint and extend any flock on them, and you’ll never notice the difference. I intend on upgrading all of my models as soon as possible to take advantage of the increased board control.

The absolute best part about these is the price. $5 upgrades 10 bases. In the world of $120 Bloodthirsters, getting something for $5 feels like a steal. You can upgrade 100 models for $50, and that’s the same price as a single Wave Serpent.


Rumors – Laser Destroyer Vindicator

posted by TheRascalKing13
Mar 29

laser_destroyer_2Forge World released their Forge World Bulletin #52 from Adepticon. At the end of it is a teaser for a new model. Keen-eyed folks who attended Adepticon would have seen on Forge World’s tables the very model in question. It turns out that it’s a Horus Heresy Vindicator variant, the Laser Destroyer Vindicator.

This is a Vindicator, so we’re expecting the armor values to be 13/11/10. This also isn’t the first time we’ve seen a Laser Destroyer. There’s a few examples on the Forge World pages, and there’s some rules for them as well. This lets us extrapolate its offensive capabilities.

The gun appears to be a standard Laser Destroyer, so the stat block is as follows.

  Range S AP Notes
Laser Destroyer 36″ 9 2 Ordnance, Twin-Linked

laser_destroyerThat’s extremely underwhelming. It gets a single shot which is almost guaranteed to land a punishing hit on a tank. This makes the tank a one-trick pony. Compared to a regular Vindicator it has very little advantage. The vanilla Vindicator, which I will now refer to as the Vanillacator, has a 24″ range, S10, AP2, Large Blast Ordnance. It is about equally as good at killing tanks, suffering only slightly from the stunted range. The Vanillacator can put that blast to use killing high AP infantry units as well, though. This sets it apart from the Laser Destroyer in that it can effectively manage troops.

This is all still a rumor, of course, so we’ll see if there are addition rules when it is officially released. If there’s no point deduction or a fun extra rule or three, this thing might be dead on arrival.

I also want to comment that I don’t like the model. I’m not a big fan of making Rhino-chassis tanks tall and bulky like they did. Additionally, the lack of side doors, while fine fluff-wise, really unsettles me for some reason. It’s like having your best friend shave his head. The base hasn’t changed, but it’s just different enough you might not like it.


Adepticon Top 32 Qualifiers Announced

posted by TheRascalKing13
Mar 20

participation_medalWe’ve got news from Chicago that the Adepticon qualifiers for the big event on Sunday have been released. Adepticon is, at this point, probably the most hardcore Warhammer 40K event in the world. I’ve linked the sheet at the end of this post if you want to download it and check it out.

There was a surprisingly healthy variety in the armies that were brought. While I was expecting a big serving of Eldar spam, I really was not sure what to expect out of the second through fifth place positions. Let’s get right down to it and tally up these armies. I did include the alternates in these counts.


Overall

Army Count Army Count
Space Marines 15 Imperial Knights 3
Necrons 11 Orks 3
Eldar 10 Grey Knights 3
Tyranids 9 Astra Militarum 2
Space Wolves 8 Chaos Space Marines 2
Tau 7 Dark Angels 1
Chaos Daemons 6 Blood Angels 1
Inquisition 4 Dark Eldar 1

Top 10

Army Count
Space Marines 5
Eldar 4
Grey Knights 2
Space Wolves 2
Imperial Knights 1
Inquisition 1
Tau 1
Dark Angels 1
Chaos Daemons 1

Wow! Space Marines are blowing it up! I would not have expected them to rank so highly, but I’m not completely surprised. They have a ton of splash use as a secondary army. They are also packing a few of the best units in the game right now, specifically Bikes and Centurions. Their troops have high versatility, too, so you rarely end up paying the “Troop tax” for having multiple force organization charts.

adepticonThe Eldar and Tyranids are also at the top of the charts, and there’s no surprise there. Very rarely does a unit come along that ruins competition as badly as the Wave Serpent. The Tyranids are probably the best book to come out in years. Nothing is too horribly underpointed, and there’s lots of room to try out different things. Flying Hive Tyrants are definitely good, and lists like Sean Nayden’s Lictor Shame have won big tournaments like the Las Vegas Open.

The one very strange thing I was not expecting was the lack of Imperial Knights. They only showed up a handful of times, and they only appear once in top 32. I’ve found Knights to be very hard to beat, and I’ve seen them place well at other big-league tournaments. I’m curious if this was an anomaly, if people are shying away from them, or if the rest of the metagame just causes too many problems for them.

As a last thought, shout out to John McCool for having the coolest name in the tournament, and also for being the only Ork player to qualify with his triple Ork list. Stay cool, McCool.


Listhammer: Being The Alpha

posted by TheRascalKing13
Mar 16

alpha_maleWelcome back to MI40K! Today we’ll be taking a look at a list that inkzoo and I have been trying to get working for a while now. We’ll take a look and then figure out what is and is not working for us. We’ll play through a few test games and see how it stacks up. Without further ado, here’s the list.

Show/Hide Alpha Strike List

Now that’s just about the spammiest thing I’ve ever seen! inkzoo built this specifically to try out a bunch of new Drop Pods he had purchased. After putting them into a list, he ran with the alpha strike theme and built the rest of the list around some of the many Terminators he has.

This list was also built with the idea of solving a problem. The current metagame is utterly dominated by a handful of units. The big problems are Eldar spamming Wave Serpents, Imperial Knights, and Tyranids spamming monstrous creatures and Lictors. This list attempts to solve all three of those problems at once. It does so via the perennially-powerful Meltagun.

If there’s a Knight causing trouble on the board it will find itself rapidly surrounded on the first turn. If more than a few Wave Serpents show up, hopefully the weight of the Assault Marines’ Meltaguns will knock a few of them out of the air. The Tyranids tend to fly or come in from reserves, so they are a bit different of a matchup. In theory the abundance of AP2 should help out, but the utter lack of anti-air is working against us. Additionally, ranged Tyranids tend to fight by using the weight of small arms fire, which is good against our Terminators. As 40k is exceedingly more of a rock-scissor-paper game, we did not expect to be the best against everything.

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