Posts Tagged ‘Rules’

Space Marine Command Tank Rules

posted by TheRascalKing13
Jun 4

land_raider_excelsiorI’m back from vacation! Sorry for the dearth of articles recently.

The Space Marine’s Command Tanks rules have been leaked. Check out the two images below to see the rules. These are something Space Marine players have been asking for for a very long time, and it’s finally going to happen. Forge World released the Damocles-pattern Rhino, which is similar to the Rhino Primaris in concept, almost five years ago.

The tanks are interesting in that they come as a unit, and the Excelsior is a Character. Obviously, this is so it can engage in close combat challenges with it’s tank adversaries. The whole unit clocks in at 400 points, which is 130 more than they would be without the bonus rules. Let’s see if the new rules justify the price.


First let’s look at the Excelsior. My first problem with it is that I will always see Al Gore from the South Park episode “ManBearPig”. He always yells “Excelsior!” right before going off on some misadventure.

On to the rules. Right off the top of the bat it gets an Aquila Aegis Field, which grants it a 6++ invulnerable and ignores Shaken and Stunned. This is crazy good for a tank with AV 14 all the way around. The stayability of this guy is monstrous.
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Apr 29

forge_worldEver since the Siege of Vraks Imperial Armour release, Forge World has stated that all of the models and rules contained therein would be official and standard. A reader over at Spikey Bits wrote in to Games Workshop and seems to have confirmed that yes, everything is valid in this brave new world.

It really shows how much things have changed in the last five years. Before MI40K was hacked and went down from 2012-2014, there was 15 or 16 codexes, and it was possible to know every single rule for every army. Now there are dozens of hardcover books, and even the huge Forge World catalog is a legal thing to bring to the table. Personally, I think that this is a good thing for hobbyists and a bad thing for tournaments. We are discussing running another MI40K tournament sometime soon, but figuring out the rules for it might be tough. On the other hand, having all these silky sweet models to build and gawk over is awesome. It’s a tough call on whether this is a positive change or not.

FW-stanmp



lascannonsWe’re reviewing the rest of the new Forge World releases today. This is the other half of our earlier review. Instead of showing off all the upgrades and bobbins, this article will focus on the two big model releases. Without further adieu.



Deimos-Pattern Vindicator Laser Detroyer

Available for pre-order May 1st!
The rules are available on their site. The Laser Destroyer is first and foremost and awesome-looking model. If I designed models, “Stick a shitload of Lascannons on it” would be my mantra for most things. Bringing this to the table is like surfboarding down an avalanche of skulls while shredding a sweet guitar solo and banging a supermodel. It’s that awesome.
The rules are, however, better than when we reported on it earlier. It’s a 130-point tank, and it comes with a single Ordnance, AP1 twin-linked Lascannon shot. That’s not that great, but it’s not terrible either. However, you can now fire twice if you sit still, and you can fire three times if you stand still and take what amounts to a Gets Hot roll. That’s a lot better, making this better than a standard all-Lascannon Predator!
I will never accept that this has four barrels and fires one, two, or three shots. I know the fluff is that it’s shooting them offset with a miniscule difference to “drill into” enemy armor, but it just feels like it should be a four-shot tank.
Here’s the Forge World write-up and a few pictures.

Tearing through the armour plating of enemy vehicles, the Vindicator laser destroyer array is a potent weapon of destruction. First retrofitted into the heavily armoured Deimos pattern Vindicator chassis during the dark days of the Horus Heresy, several Legions took to fielding this variant as a mainline battle tank, proving itself on many occasions as an able tank hunter. After millennia of brutal warfare across the galaxy, it is still in favour within the Space Marine Chapters, the Vindicator Laser Destructor continuing to bring retribution to the enemies of Mankind.

The Deimos Vindicator Laser Destroyer may be fielded in Space Marine Legion armies in Horus Heresy games and also in Space Marine armies in standard games of Warhammer 40,000. Its updated rules can be found HERE.



Thanatar-Calix Siege Automata

Available now!
The rules for this guy are experimental, but available. This guy is an absolute monster, clocking in near 300 points. His S8/T8/W4/2+ armor save are basically a necessity to keep him moving, so he comes appropriately defended. He’s also packing a S10 Lascannon, which is pretty insane. He’s also got a Gravity-Gun-esque Graviton Ram that helps add a little punch if he’s going to be shooting something. He most likely will be focused on shooting tanks and buildings, though. He does need to shoot Troops to assault them, but his inability to run or Sweeping Advance really takes the punch out of assaulting.
The other neat part about the Ram is that it acts as a D weapon against buildings. This is very fun, as usually buildings feel just about impenetrable. This guy may be shooting as he lumbers across the field, but if he does end up next to a building it’s going to have a bad time.
Overall, I really like this unit. The game needs more on-foot Monstrous Creatures, and this guy has a great model and some decently balanced rules. I’d have to play it a few times to be sure, but I think Games Workshop landed on a winner, here.

The Thanatar-Calix class Siege-automata is a potent war machine and a wonder of the Mechanicum’s craft. Combining arcane and secret technologies, it carries a twin-linked mauler bolt cannon alongside a rare solex pattern heavy lascannon, whose beams of coherent light can reach far across a battlefield to lethal effect. The Thanatar-Calix’s most destructive armament though is the graviton ram, a weapon whose origins are lost in the Dark Age of Technology. The ram’s crushing waves of gravitational force can pulverise infantry and vehicles alike, and it can be utterly devastating at both range and close quarters.

The Thanatar frame, designed as a heavy weapons platform, is well armoured and further protected by atomantic shield generators, making it nearly impervious to all but the heaviest of weapons fire. Whilst it is slow to advance, the Thanatar-Calix’s durability allows it to close steadily on its target, moving ever nearer until its formidable weaponry can be brought into range.

The Thanatar-Calix may be taken in any Mechanicum army, including the Taghmata Omnissiah, Legio Cybernetica and Ordo Reductor army lists, in Horus Heresy games. Experimental rules for the Thanatar-Calix can be found HERE.



We’ve received images of the new Assassins mini-release that’s coming out shortly. The rules look completely identical to the Assassins codex, so this is most likely just a way to release the new models. This should be a good release even without new rules, based strictly on how awesome Assassins are.


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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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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Apr 9

promethium_demoThe blogosphere is exploding today with leaked images of the new terrain that Games Workshop is releasing. With the rumors of the Void Shield Generator from yesterday, it looks like a big terrain push is finally on it’s way. The pictures of the new models are at the end of this post.

There are two new pieces, the Plasma Obliterator and the Promethium Pipes.

The first new model we’ll review is the Plasma Obliterator. It’s a medium building, granting it 14 armor all the way around. It is a truckload of points, clocking in around the same number as a bare-bones Land Raider.

The model itself is beautiful. The entire Warhammer 40,000 franchise hinges around The Rule of Cool, and the idea of shoving a gigantic gun on top of a building and calling it a day is excellent. It even looks like the Reaver Titan’s plasma weapon, too, which ties everything nicely together. I’ve always been a fan of the giant death-Saint motif on the gothic-style buildings.

However, the rules on this thing suck. It has two of the dumbest rules in the game. Granted, the gun itself is pretty good, with a nigh-unkillable 7″ plasma blast. The kicker is that it still has the Gets Hot rule for not only the gun itself, but for the guys inside. They also take those wounds randomly. Gets Hot has long been a pain point for our local group, as it should be a very small chance of happening, but has a tendency to kill guys that cost a lot of points.

The other crummy rule on it is that the “Access Points and Fire Points” says “as per model”. I remember when modeling for advantage was frowned on, but this basically says that you can take as many fire points as you want. I just don’t get why they don’t specify how many it should have. This rule should literally state, “Get in a fight with your friend or tournament organizer.” It would be trivially easy to provide firing point and even gun arc information, but Games Workshop is too lazy or stupid to do it.

Anyways, moving on to the Promethium Relay Pipes. This a pretty basic model as far as looks are concerned. I consider that both a good and a bad thing. It’s good because I can use the pipes from my Hirst Arts Chemical Plant molds. It’s bad because we don’t get a sweet model from Games Workshop. They make some of the best-looking models on the planet, and this one is just a little flat.

The rules on these are very good too. They’re a nice set of 4+ cover for whatever needs covered, and it comes at a decent price point. The rules regarding “Fuel Pipes” and “Fuel Siphon” are absolutely hilarious, and not terribly game breaking. The fuel pipes can both explode in your face and also give you a way to hook up your flamer-based weapons to give them Heavy and Torrent. The flavor is good, the points are right, and there’s utility here. This is just a great release!


Mar 24

kawaii_skullForge World released the Scyllax Guardian-Automata Covenant over last weekend. They helpfully also released the experimental rules for them on their web site. Today we’re going to pick through these rules and figure out if these guys are worth it.

First and foremost, I want to complain about what I call “points packaging”. When you buy a unit in 40K, you get a few of the models. Rarely you get one model when buying the unit. The problem is that when you take this “package” of several models, the points value doesn’t add up.

This makes sense for stuff like Tactical Space Marines. Buying five Marines automatically comes with a Sergeant. Since they are X points each, you would expect the packaged group of five to be more points than 5*X since you are paying for the Sergeant as well. Indeed, the Tactical Space Marines are 5*X + 10 points.

The problem is that the Guardian-Automata don’t have a Sergeant. They are 35 points each, and the initial group comes with four of them. You would therefore expect them to be 140 points. They are not though – they are 155. If anyone wants to enlighten me in the comments as to why this is, feel free.

So, on to the actual review. The Guardian-Automata are a Troops choice for the Adeptus Mechanicus army. At 35 points, they are definitely one of the heavier-costed Troops choices in the game. That huge investment does give them T5 and two wounds, which will increase their staying power. It also makes them more-or-less immune to double-strength Instant Death, which really helps with the huge point investment. That also helps in a weird way because you can buy less models for your army, which significantly reduces the amount you spend per year on the Forge World tax.
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