Showing posts with label 6th edition. Show all posts
Showing posts with label 6th edition. Show all posts

Monday, August 12, 2013

Building allied detachments.

Ever since 6th hit, I've thought one of the best ideas in there is allies. I *love* allies.  It just adds so much variety to what you see on the table.   This is, to me, a win-win for everyone involved. Gamers get access to more units.  Modelers get more opportunities for painting and conversions. And GW sells more stuff.

Back in January 2012 I started to build a Space Wolf army..razorback spam. Then 6th hit and that changed completely. I just sat on the models for a long time.  I finally finished building and started painting the models, I have a full 1000pts of them.  I plan on running them as allies for my Tau.


I am also thinking about other allies. Mainly, CSM for my Orks.  I have a pretty good idea of the models I want ...flying demon prince with back mace, noise marines and a helldrake.. but the hard part is what I want to do with the modeling.

Specifically, if I should just build a regular CSM force or do something more interesting. Basically I'm thinking of building some Orks as chaos marines. An Ork with CSM shoulder pads, backpack and bolter. All done in Slanneshy pink!  The demon prince? How about a Ghaz model with wings?  Noise marines? Goff rockers, obviously.  Helldrake? Ork riding a dragon.

I also have a couple boxes of eldar models (Farseer, bikes) that I might either trade or use for Tau allies..sigh.


When thinking about an allied force, especially when you have multiple main armies, is which army are you building it for?  The main problem that I'm trying to figure out is basing. All 3 of my main armies are based differently, so trying to use a single allied force for more then one is hard. I would like to use my Blood Angels as allies for my Space Wolves as well...plus using my BA as codex marines for the Tau (which I've done). 

So much to choose from, so many options. So many ideas! It kinda makes me in a hobby lock as I can't decide what to do, how to do it and if I do it wrong I'm stuck with models I don't like.

But next up is a commission I need to hit pretty hard (still recovering from OFCC) while I think about it.

Thursday, October 25, 2012

Yay a tournament!

So I get to play in a 2k Nova-style tournament on Saturday (the boss gave me permission lol).  I have a lot of work to do between now and then however. I am going to take the slugga/choppa arms off my main unit and change them over to shootas (won't be painted obviously), build 3 more lobbas and then build a base for the quad gun.  In 2 days.

So this is the list. Very, very happy with it..which does not happen often lol.

Primary Detachment
HQ: Big Mek, KFF, Bosspole

Troop: 27 Shootas, 2x big shoota, Nob w/ PK&BP
Troop: 30 Shootas, 3x big shoota, Nob w/PK&BP
Troop: 30 Shootas, 3x big shoota

Elite: 10 Lootas
Elite: 10 Lootas
Elite: 10 Lootas

Fast: 3 deffkoptas, 3x TL Big shoota, 1x Buzzsaw
Fast: Dakkajet, extra supashootas, fighta ace

Heavy: 3 lobbas, 3x ammo runt
Heavy: 3 lobbas, 3x ammo runt

Fortification:
Aegis defense line: quad gun

Allied Detachment:
HQ: Sash'el, TL missile pods, target lock, HW blacksun filter

Troop: 6 Firewarriors

Heavy: 2x Broadside, team leader, targeting array, HW blacksun filter

1999pts

If I don't get the boys done I'll just have to run them as sluggas. We'll see.

Thursday, September 13, 2012

Games Workshop has changed, for the better, and we should all celebrate.

How much change has GW gone through in such a short time?  For someone who borders on a GW fanboy even I had to admit that last year at this time it didn't look good for GW in the long haul.

Codex creep GK was domination the tournament scene.  Finecast continued with quality issues with GW apparently indifferent to the consumer about it.  No support for events/tournaments.  It's like they were rolling along on past success with complete apathy. Units in books without models.  Oh, and the international sales embargo.

Oh what 12 months can bring.

What sparked this post? Today's announcement of a brand-new White Dwarf.  The final bad apple has been plucked and a whole new life has been brought to the Games Workshop hobby.

Check it out here: http://www.games-workshop.com/gws/wnt/blog.jsp?pid=4200016

A whole new team. A whole new approach including featuring models painted by the community from email and Flickr. How cool is that?  Only time will tell if WD will return to past glory, but I'm hopeful.

So what else has happened to completely turn around my attitude towards GW?  A lot. Necrons brought non-power armor into the forefront of the competitive environment.  Timely and useful faq updates. More and more attendance by GW at events such as Adepticon and GenCon.

Then came 6th edition.  A whole new approach to 40k that to me is a wonderful game. With the latest round of faq and errata eliminating the deathstars and bringing the last little bit of balance to the game.  I always thought 5th edition was wonderful. It was, but 6th eclipses it by far.  Other then the challenge rules, I have no complaints about 6th. It is fast, fluid, cinematic and a whole lot of fun.  I think the challenge can be fixed really easy too, make it just like fantasy where unit champions can decline without penalty.

Still only rumors but the leaked release list includes some very interesting tidbits.  Mainly the idea that they will release small army lists in WD that can't play on their own but can be used as allies.  I consider that the ultimate win-win.  The company gets to sell more models, while the players and hobbyists get to try out new things, new models, new lists without the expense of a full sized army.  Specifically the older gamers with multiple armies that may not be buying as fast or as often as they once did, will be enticed into new purchases.  The final cherry on top is you'll never know for sure what you will come up against.   I honestly think 6th edition eliminates the "meta" entirely.

Oh ya, can't forget to mention the awesomeness that is Dark Vengeance.  For once, GW has put out a REAL starter set.  I've seen Macragge, Black Reach, Island of Blood, and none of them really qualified.  I looked through the book that came with Black Reach and I can't imagine a new player trying to figure out the game (basically it just had arrows pointing and referring to page numbers) and of course the fact that Island of Blood came with no stats at all..they had to release a pdf.

DV changed all that. There are missions that walk you through the rules adding more in each time. Heck there is even a *single player* scenario!!  Nicely made stat cards gives you all the information you need to get stared in 40k.  All this for the same price as Black Reach.  Don't forget the completely amazing models included in the set.  GW is still the king of models, especially plastics.

Did I mention every unit in the Necron codex has a model?  That is something new, and if the rumors hold then from now on every codex will have available every unit in it within a month or two. This may mean that some books are delayed, but that is a compromise I can live with.

There is no way to know what motivated this change.  Ultimately I have have to vote for the idea that sales were slumping, or at least flattening, and they realized the competition was coming on strong and they couldn't sit on their laurels any longer.  It really does come down to making money after all, and I will never berate them for that.

Edit: Totally forgot to mention the digital products!  If only they had them available for general computer use not just iSuck products.  maybe in time..

Not everything is perfect of course. The draconian clamp down on rumors.  Finecast still hasn't reached the quality it needs.  Price increases.   But overall I have to commend Games Workshop for the almost revolutionary way it has responded to complaints by it's customers and fixed a whole big chunk of it's issues, and in such a short amount of time.

I'm really looking forward to years of enjoyment with the current state of Warhammer 40k.  What's even better is the local people and community I play is huge, growing and simply amazing.  The Pacific Northwest is a huge gaming area.  There are about 12 active game stores around the Portland area alone, which means there has to be a lot of gamers out there spending money.

If you want to see what we do here, check out our club Ordo Fanaticus and it's forums.

Well that's enough for now.  I am still planning on hitting up the Bay Area Open next year, so subscribe to get updates on my plans for that over the next 6 months.

Saturday, September 8, 2012

The future of nob bikers post-FAQ

So the big faq update hit today and with it came the end of the Paladin/Nob character units.

Still have the harlie-star, but that's a different topic for a different day..

The question then becomes are nob bikers still good?

The answer is, unequivocally, a bit fat green YES.

Are they worth the points? Most likely.

They aren't going anywhere just yet..


I've been mulling over the games I played with nob bikers, and realized that the wound allocation wasn't a big deal.  With Look out sir! of only a 4+ I still lost front models far more often then getting wounds spread out everywhere.  In other words, overall I don't think I gained much benefit from the wound shenanigans.

The other losses, though, are harder to take.

First is the loss of precision shot.  I have to say that was the best part of the whole character thing to me.  The one time in particular where I was able to snipe out the Commissar from an IG blob making them lose stubborn was huge in that game.   However that does not negate the still considerable firepower you get from ork bikes in general.  Oh, and you don't lose P.S. entirely. The painboy is still a character.

The next loss is in challenges. Before you could throw whatever nob you wanted to in a challenge. Now it will take more consideration then before when dealing with this.  Not like the biker boss is any slouch in a challenge, especially with that T6..so knowing what you're up against really matters.

Overall you lost a bit of survivability. Nothing compared to paladins though. lascannons and meltas still blow them off the table. Not so much with nob bikers. That T5 and FNP is still by far the best part of them, and that's still there.

They definitely did not lose much if any killing power, or are any less of a target priority for your opponent if you want to play that way.

Friday, September 7, 2012

Resurgence of the Big Shoota

In 5th edition I always equipped my boyz units with rokkits. Statistically, 3 rokkits and 3 big shootas have the same lethality to MEQ, 1 causality.  However rokkits are actually pretty good against AV11, and there was so much of that in 5th that it was simply silly to take big shootas.

Now that the vehicles have calmed down somewhat in 6th, the big shoota is on it's way back. When I was running 1750pts I knocked one unit from rokkits to big shootas just because of points. The more I played them the more and more the big shootas were awesome and the rokkits did nothing because they were out of range. I've done notable damage to infantry with them.  So much so that I've now equipped both units of shoota boys with big shootas. 

Obsolete?

A lot of that has to do with the nob bikers, and the boys just hung back on objectives most of the game. Even without the nob bikers being able to have that total range of 42" with S5 shots against mostly infantry isn't bad. Heck they can even glance most flyers.

I was thinking about trying out a large unit of deffkoptas as an annoying shooty unit. Having T5 and jink might add to their survivability enough where they can come on and shoot and then survive.  Maybe. I was going to run them with rokkits but now I think all big shootas and a buzzsaw is the way to go, keeping them cheaper.  The changes to morale is a big part of that as well.

If I take 4 koptas with big shootas and 1 buzzsaw, they will always try to rally on their LD7. If I take 5 then with just 1 left he would need snake eyes.  Not great odds, but a whole lot better then 5th!

Returning to a tabletop near you?
The one thing I've noted in my games without the nob bikers is that getting to objectives is hard. My perception is that it's harder then it was in 5th, but that may be the nature of 6th ed armies where there is just more anti-infantry shooting.  Koptas add that outflank harassing ability lost with Snikrot but have more survivability then kommandos.  The other option is a wierdboy trying for 'ere we go!

4 of them with a buzzsaw is 165pts, 30 more then a dakkajet.  Unlike a dakkajet though, they are a denial unit and a scoring unit in The Scouring and have a shot at taking out annoying things like Long Fangs.

Buggies however, still suck.  Don't take them, ever.

If I ever break out the kan wall again, big shootas are definitely an option there as well.  Actually, so is the KMB..




Wednesday, September 5, 2012

Throwing away the Nob Biker crutch

I've been playing nob bikers since 6th came out. They are really freaking awesome lol. 

I've run them very aggressively, and they usually die by turn 4. My opponent has to deal with them, as they will knock out almost every unit in the game.

I've decided to try something a bit different, more of a horde style. I've added 30 more slugga boys (because that's what I have).  I'll be swapping out different units to see what happens. I want to try some reserve stuff (deffkopters), and some wierdboy stuff.




In two games I've played I find mobility an issue.   I never worried about it too much in 5th but it seems more of an issue in 6th. 

At 2k I want to try out adding a 2nd force org for a wierdboy, maybe a SAG or 2nd KFF mek.  The idea of getting that 'ere we go! and suddenly dropping 30 shootas all up in my opponent's stuff sounds fun.

I'll give this list a go for a few games, see what happens:

HQ: Mek, KFF, bosspole
HQ: Warboss, PK, squig, cybork, bike, bosspole

Troop: 30 Sluggas, nob w/pk&bp
Troop: 30 shootas, 3x big shootas, nb w/pk&bp
Troop: 30 shootas, 3x big shootas, nb w/pk&bp

Elite: 10 Lootas
Elite: 10 Lootas
Elite: 10 Lootas 

Fast: Dakkajet, extra guns, fighter ace (proxied by a Barracuda)

Heavy: 3 lobbas, 1x extra crew, 3x ammo runts
Heavy: 2 Kannon, 3x ammo runts

Fortification: Aegis

Allies:
HQ: Sash'o: TL missile pod, blacksun

Troop: 6 Firewarriors

Heavy: 2x Broadsides, A.S.S., team leader with hw-blacksun

2000pts exactly

Tuesday, August 28, 2012

Tournament thoughts..6th edition and competitive play.

Quick reports on my tournament, I did pretty well going 2-1, getting best sports and more importantly getting to fight lists I had not seen before.




So the first thing I have to note is that IG can, in fact, put out enough firepower at 1500pts to kill off the nob bikers.  Having 2 Leman Russ tanks at 1500 is a challenge for me. I did get one to turn around so I could glance it out with Lootas and living lightning, and nobs killed another (different game) in assault.  The one game I lost was due to scoring Vendettas thanks to The Scouring rules. I did take one out, so that bring my flyer total to 8.  Didn't get any razorwings off the DE player though, I was too busy firing at scoring units.

(as it turns out it was Big Guns Never Tire so the flyers were scoring lol, but luckily my win held up due to secondary mission of objectives)

I still like the list, I liked the Space Wolves in there as well.  The Demolisher in the 2nd game really ruined my day, mainly because I read his list wrong and didn't realize it was a demolisher..sigh.  Stuff happens.  Be more through in your list reading boys and girls.

I might someday use a transport for the Space Wolves.

---

General thoughts.

First, I've played in and watched a total of 3 6th ed local tournaments and the turnout has been disappointing.  Half of what usually shows up.  Not sure why.

Could be summer winding down, people getting ready for school and stuff.
Could be people don't like 6th
Could be people don't like the idea of a tournament where they have no idea what's showing up.

I think option c is more likely.  Just my guess.


The book missions provide some interesting twists, especially objectives and terrain that add quite a random factor to the game I'm not sure fits well with competitive play.  Luckily they didn't really effect my games at all.

Another thing, I was the only one there with a fortification, which was a bit of a surprise.

Fixed terrain with fortifications is quite interesting sometimes, having to fight around rocks and stuff to get the line set up.  I can't imagine trying to put a skyshield in some places.

I had a good time, got away from my kids for a couple hours and played 3 people I had never met before. Can't beat that.

Saturday, August 25, 2012

1500pt tournament list

Just finished throwing together some Space Wolves because I'm going to be taking them to a tournament today at Other Worlds Games

Pretty much going to stuff as much cheese in as possible at 1500pts.

I am playing the same Nob Biker unit.  I don't think there are many lists that can put out the required firepower at 1500pts to kill them off, considering how hard they are too kill vs 1750 and 2000pt armies.

Primary Detachment:
HQ: Big Mek, KFF, Bosspole
HQ: Warboss, bike, pk, squig, cybork, bosspole

Troop: 7 Nob Bikers, Cyborks, painboy, 2xpk, 1x Big choppa, waggh! banner, painboy
Troop: 30 Shootaboys, 3x big shoota, Nob w/PK& Bosspole
Troop: 10 grots + Runtherd

Elite: 10 Lootas
Elite: 10 Lootas

Fortification: Aegis Defense Line

Allied Detachment:
HQ: Rune Priest, JoWW, Living lightning
Troop: 5 Grey Hunters, 1x Meltagun

1500pts on the nose.


So we'll see what happens. Last time I went there, I lost all 3 games lol. Hope I can do better this time.

Friday, August 24, 2012

The need for psychic defense

Over the last 2 games I've lost 7 nob bikers and the warboss to psychic powers.

Basically Jaws of the World Wolf lost me this game. all by itself. If I had made even statistical saves on it, my nobs would have had a good shot at killing all my opponent's scoring units. Necrons are scary at range, not so much up close and personal.




I've thought about the need for psychic defense, but now I've played more the need is clear. 

If you run nob bikers that is, if you don't then it isn't anywhere near as bad.  Enfeeble makes nob bikers weak to S8 again.  JoWW of course is just bad news in general.  I'm sure there are more including the totally unneeded Terrify.

I see two valid options for adding defense as allies:

Option 1: Space Wolves

HQ: Rune Priest 100pts
Troop: 5 Grey Hunters, 1 meltagun 80pts

Pros:
stops all powers on a 4+
useful as an offensive unit
Really good powers
I already own the models (no cash needed!)
A bit cheaper in points

Cons:
limited range


Option 2: Eldar

HQ: Farseer, Runes of warding, Doom (95)
Troop: 5 Rangers (95)

Pros:
table-wide
No need to put models in harm's way

Cons:
Not that useful outside the runes
I have to spend money
Depends on opponent's rolling instead of mine

Overall I think the Eldar are better, simply because the farseer can hide and still do it's job.

So for now I'm going to put together the Space Wolves (converting a priest from the space wolves box) and I'll try that out.  Depending on the points level of the Bay Area Open, I'll have to go for some Edlar.

Sunday, August 19, 2012

Jet Wagon progress and special rules! Ludicrous speed!

Working on my jet battlewagon tonight. I finished all the bits for it, so just need to do the main body.

Also might need some way to break up the red a little more. Thinking some decals. Not sure yet.



I put it all together for this pic, and suddenly thought this thing is so awesome it needs it's own rules!


JetWagon

110pts

Type: Vehicle (tank, open topped, transport)
14/12/10, 4HP
Wargear: None
Transport Capacity: 20

Special rules: Ludicrous speed!, Emergency stop!

Ludicrous speed!
The JetWagon is so fast as to be just a blur on the battlefield, frequently flying through the air instead of keeping the wheels on the ground!
-Any turn the JetWagon moves more then 6" in the movement phase, it must move flat-out in the shooting phase.
-If the JetWagon makes a flat-out move, it must move 18", and must do so in a strait line. In addition, when moving flat out it gains the Jink special rule. 
-If the JetWagon fails a dangerous terrain test when moving flat out, it does not stop. Instead it finishes it's move and then is destroyed, but rolls on the ramshackle table to resolve the destruction.
-If a flat-out move moves the JetWagon off the table, it is allowed to leave and enters ongoing reserve.
-If moving flat-out, the JetWagon moves over enemy and friendly models as if it was a skimmer.
-If moving flat out, in the following movement phase the JetWagon is allowed a single turn of up to 90 degrees and then must move 12", but may attempt an emergency stop!

Emergency stop!
Roll a d6, on a 4+ the emergency stop! fails, the JetWagon takes a hull point in damage and follows the rules for Ludicrous speed!  On a 1-3, the JetWagon can act normally, ie move up to 6" and passengers may disembark and assault, etc.

Options:
May add up to 4 weapons:
Big shoota +5pts
Rokkit Launcha +10pts
TL Shootas +5pts
Skorcha +5pts

May add up to 1 main weapon:
Kannon +10pts
Lobba +15pts
Zzap gun +15pts

May take one of each of the following:
Armor plates +10pts
Grot Riggers +5pts
Red paint job +5pts
Reinforced Ram +5pts

Saturday, August 18, 2012

Where has all the close combat gone?

After posting my latest bat rep, against Tyranids (which I was really worried about btw), a commenter asked if there was just one close combat in the game.

Actually there were 2.

6 turns. 2 charges + 1 failed charge.  From Orks and Tyranids. What. the. hell.


The comment really got me thinking about the way I play my army and 6th ed in general.  It is true I have not played my army as close-combat centric in a very long time, but it was never to the point of avoiding combat. In fact my whole plan was to use shooting to soften up units to get ready for the boys smash phase of the game.  I usually moved the boys up getting ready for charging (except against purifiers of course). 

Not anymore. I've been very content with sitting the boys back and just shooting. Just as a side note, I've actually been using big shootas again, first time in a very, very long time and liking them.  Originally I only took the big shootas in one unit because I have the points for rokkits.  I hated big shootas in 5th, always opting for rokkits in the boys squads or nothing at all.  Against these 'nids, I actually benefited from the range. If we see more infantry-heavy armies in 6th, going with big shootas might not be a bad idea.

But anyway back on topic.  Almost every game of 6th I've played, the boys really have not done much. Only the one game against SM/GK's have they really gotten into combat.  I feel like this is where I need to spend most of my time practicing, is what to do with the boys.  They don't take any fire as long a the nob bikers are alive, giving me a chance to reposition or threaten whatever I want to while the nobs are the focus of my opponent, which I have really yet to take advantage of.   The boys are also good at protecting "da wall of awesum", which is important to my game plan.  Of course not every build out there can threaten the lootas, so it's something to worry about on a game-by-game basis.

Even as I go back over the game and look at what the nob bikers have actually done, it really isn't much.  They simply don't get a chance to kill many units, because so much firepower is being poured into them.  Almost all my damage is done by..lootas.  Which is all the more reason why I need to learn how to use the boys the best way possible.

However, all this lamenting over a lack of close combat might be just hand-wringing.  For now at least, shooting is king of 6th.  Trying to go against that trend might work, might not.

I mean I have yet to lose a 6th ed game, so I guess I must be doing something more or less right (along with a lot of luck as well).

Friday, August 10, 2012

My lootas are officially aces!

Last night I downed by 5th flyer of 6th edition (not counting the ones that have gone into hover mode).

I don't see what's the big deal.   They seem to die pretty easily. In fact only one flyer has survived against me, and that's because my opponent made all his flickerfield saves..then it zoomed off the board.

Of course pumping out between 30 and 90 S7 shots may have something to do with that..hehe.

Lootas currently are the best anti-aircraft unit in the game, by a wide margin.

My turn, bitches!


I was planning on taking Space Wolves to the Bay Area Open but that plan is currently on hold both for financial and rules reasons.  As soon as they figure out what they are going to do for BAO 2013, and of course the next 'dex or two plus upcoming BRB faq's, I can figure out what I want to do.

That won't leave me a lot of time to buy, assemble and paint anything. At this point I'm leaning towards playing Orks. I think could improve the paint level and basing on a 2k army in just a couple months.  I would probably add in a Farsear ally depending on the points level.

There is also word that Faeit (who is local to me in the Portland area) is planning on a real GT in the area, something that has not happened in a while to be around the same time as the BAO.  Don't know if the wife would let me out that much :)


Wednesday, August 1, 2012

It seems I've been playing 6th for the last year and half..

6th edition is very new, and most everything will change over time as new faq's and codex's drop. So I've been playing some practice games over the last month, getting ready for the August league at Guardian Games.

I've been basically tweaking my 5th edition list, and I'm really liking how it's going. I didn't have to throw out everything I had been doing for the edition change.  I guess it seems I've been playing 6th edition for the last year and half :)

Dropping from 2k to 1750 pretty much means I had to drop my allies. But I think I'll survive that, despite not being able to hurt a bastion at range. I don't expect too many of them at 1750 anyway.

Here is what I'll be running for competitive play this month:


HQ: Big Mek, KFF, bosspole (90)
HQ: Warboss, Bike, pk, squig, bosspole, cybork, bosspole (155)


Troop: 30 boys, shootas, 3x rokkit, nob w/PK & bosspole (250)
Troop: 30 boys, shootas, 3x big shootas, nob w/PK & bosspole (235)
Troop: 7 nob bikers, 2x PK, 1x big choppa, 1x waggh! banner, painboy, cyborks (450)


Elite: 10 lootas (150)
Elite: 10 lootas (150)
Elite:  9 lootas (135)

Heavy: 3x lobba, 3x ammo runts (84)

Fortification: Da wall of awesum (aegis defense line) (50)


1749pts


It's all pretty strait forward. The lootas hide behind DWoA (hehe) getting a 2+ cover save when needed. The nob bikers rush forward as both hammer and distraction. I'd rather have people shooting at the nobs then the lootas.  Most of the time the nobs don't last long, usually by the 3rd turn only the boss and painboy remain.  But when that happens everything else in my army is untouched and the lootas have been blasting away at threats.


The boys almost seem..unnecessary.  Seems weird to say that, huh?  They usually spend the game running up to die or sitting back and waiting.  


Anyway I'm just blowing stuff off the table time and time again. I'm fearing the lack of psychic defense, but you can't have everything..

Thursday, July 26, 2012

Lootas are king!

Last night I got a chance to play with lootas behind an aegis defense line. I have to say the combo sounded good on paper and even better once I played it in game.

Is it perfect? No, of course not. nothing in this game is invulnerable. There is always a counter to every tactic and/or unit.

But getting a 2+ cover save and still able to pump out 6-20 S7 *hits* a turn is nothing to laugh at. At all.

Add in the fact that while the lootas are behind their wall of awesome, there is a unit of Nob bikers in your face gives them at least a turn or two of worry-free shooting.

At 1750 I lack any allies, which means to psychic defense. Can't have everything!

I'll keep trying this combo out, and I'm sure I'll get up a couple videos on Ork-ifying the Aegis.

Orks vs Necrons:


Sunday, July 22, 2012

More Orcs & Goblins, 6th ed markers

Finished my Spider Rider musician and Goblin shaman.  That's 7 out of 19 models done.  I kinda started in on the first set of boys.   Well, I do have more models ..9 spider riders and 10 or so goblins.. which I don't need to even build much less paint.  Also the boar boss does not really fit in with the army, so I'm not all gung-ho about painting him. I need another polar bear or something instead.  I mean I want him in my army, he's awesome for 105pts but the boar has got to go!  Just the legs are integrated with the boar so conversion isn't easy.  Ice boar maybe?


Next thing I plan on working on is a set of 6 identical objective markers for the mission with hidden points values. I will use insta-mold and green stuff.


Should work out.   I really need to get crackin' on the storm raven highlights.

Don't forget I'm now taking commissions, looking for my first customer!  Contact me at sorienor  AT gmail.com

Wednesday, July 11, 2012

What should I do next for Talking about Orks?

Just looking for some feedback on what I should do next for my series. I'm thinking about big guns first, then allies. Flash gitz and tankbustas both received significant changes and are higher on the list. What would you like to see first?

Librarian is close to done, but I'm stuck on exactly how I want to paint the storm shield. The armor has some of the best blending I've done to date I think..

And I'm 0-2 against my son on Monopoly. I just can't stop landing on his hotels..grr!

Saturday, June 30, 2012

6th edition FAQ's up, and Vampire Counts?

The 6th edition FAQ's are now available.  My take on the Orks:



Not bad. Still confused on how Profit of the Waggh! works now, but I guess I actually need the rulebook, eh?

So while waiting on the FAQ to post I dug out some Vampire Counts to work on. Betcha forgot I have a good-sized VC army?  I spent a lot on it when the book dropped, so I have a lot in boxes. Still need 1-2 boxes of the monstrous infantry guys and a mortis engine.

I might try to get a 1500pt game in tomorrow. I put together 5 hexwraiths and my finecast Varghulf.  I remembered how much I do love the finecast material, it's so easy to work with.

I really wanted to get the hexwraiths out of the way so I can try to put the plastic black knight riders on the old plastic horses. I hate the metal hybrid black knights. I'll give that  go later.


For now, bedtime and then a run to get my book!

Friday, June 29, 2012

6th edition eve!

Tomorrow is the big day!  I have my book on pre-order hopefully I'll get my paycheck today so I can get it, otherwise I'll have to wait until Monday.

Summery of released information from an Ork perspective:

Furious charge is getting a serious nerf. first no initiative boost at all, and if you multi-assault then you don't gain any benefit from it period. So no more assaulting multiple rhinos or chimeras. might mean taking stikkbombz a good idea so you can get that S4 no matter what, depends on the grenade rules though.

The psychic power "terrify" removes fearless from a unit. Could be potentially bad.

Snapfire though is going to make lootas and shootas absolutely insane. No, worse then that. Really, really f*&^ing insane.

No more wound allocation takes nobs down a notch, but then makes paladins easier as well

Our vehicles won't gain or lose much at all. If anything they will be easier to destroy with the KFF dropping to 5+

Stormboyz might be worth trying out with their I10 "impact" hit and their max 30" assault range.

Wierdboys boost the psychic defense roll. So in 2k when you can take 2 force orgs getting one in a key unit might not be a bad idea.

Really sucks no access to new powers

Allies will be fun. I would love to add 3 broadsides to my 30 lootas.

Biggest change by far is the end of No Retreat! That alone makes up for any other shortcomings.

Power weapons = Ap3 = MEGANOBZ RULE! Come here, DCA :)

I think any form of Mechanized army will suffer from how much easier vehicles will be to wreck.

However foot horde shooty armies are going to get a good boost. Not like they really needed it.

Remaining questions:
How will Prophet of the Waaggh! interact with new fleet rule
Will Ambush! still be able to bring an IC along

Thursday, June 28, 2012

Nerfhammer #2 - Now this is just getting rediculous..

Now guess what? Pics are out of the psychic abilites. And guess what? there is one that removes fucking fearless!


Not only is "Terrify" a level 1 spell, removes fearless but also causes fear tests and an immediate pinning test!

Oh, ya, we get an amazing 6+ save against. it. Big. Fucking. Deal. Did I mention Primaris Psychers can get it? So now you can combine Terrify with...weaken resolve!  yep nothing like having a 30 boy unit pinned for the whole game or worse yet, lose just 8 models and run off the table!

Before you say "ya but.." don't forget ally rules..there will be lots of psychers everywhere.

What are Orks claim to fame? Furious charge and fearless. Now both are seriously weakened, and combined with the lack of inherent psychic defense means Orks will have to ally with a psycher to even have a chance.

Oh, ya, and weirdboys don't get any of the new power on top of all of it...

More bad news.. Furious Charge hit with the nerfhammer!

Ugh more bad news for Orks.  Furious Charge is getting a serious, serious nerf. Just read for yourself:


So not only do we lose the initiative (ya getting pounded by guardsmen again) but if you make a multi-charge (that's what "disordered charge" means)  you don't even get the S boost.  That means if Orks multi-charge they can't hurt vehicles at all!  WTF GW really?

The more I see the more I think CC is getting seriously nerfed in general. Like shooting wasn't already dominant, I was hoping for the exact opposite..CC needs a boost not a nerf!