Monday, December 31, 2012

Happy New Year everyone!

Yup, pretty accurate.

Well, there was no apoc and we're all still here.
Awesome.

Looking back at 2012, I wanted to ask you guys what more do you want from this blog?  Yes, I know I know, activity would be great, but I can only write based on the events that unfold around me.  There's work, the family, the house, all that great adult stuff that keeps you away from your hobbies.  And then of course, there's motivation.

I can't really force myself to play games, it must happen naturally.  Lately with holidays and seeing family, there's hardly any room to break out the minis and get games going.  However, I've been doing some research into The Hobbit SBG and that might be something I get into.  I don't know, only time will tell.

What would you guys like to see in 2013?  More WHFB?  40K?  The billion other games I play?
How about another writer to help keep the site active?

Feel free to let me know.
Happy New Year everyone!

Monday, December 17, 2012

The Hobbit - LotR minis game?

LotR, anyone a fan?

Alright guys, now that most of you have seen The Hobbit, I think it's time to talk about the Strategy Battle Game.  It's been a long time since I did anything with LotR (last game I worked on was Battle for Middle-Earth II).

I haven't bought the rulebook yet, but I'm thinking about picking it up and checking out the rules.  I'm fairly convinced I'm going to play either the Galadhrim and Rivendell Elves.  Maybe even some units of the High Elves, I'm not really sure.  Whatever the case is, I'm looking at Elves although Gondor and Dwarves look pretty nice as well.

Does anyone own the rulebook and/or play LotR the Strategy Battle Game?  If so, can you tell me some stuff about the game?

I don't think I'm going to get into War of the Ring because my big fantasy game is reserved for WHFB.  However, a small skirmish-style GW game with my favorite LotR stuff sounds pretty kick ass.

Sunday, December 9, 2012

Game Design Series - High Elves and ASF

There's no way my HE looks like this.

Hey guys, it's been a long time.

I've been pretty busy over the last couple of weeks and it hasn't been minis related.  First it was work, then it was thanksgiving.. I've been traveling a lot and I just came back from a friend's wedding over the weekend.  I'll also be AWOL in the next couple of weeks due to Christmas break.

This is going to be the first article in a new series of articles I plan on writing.  It might not be the first of its kind, or similar to some of the other ones you've seen around the web, but it will be something special.  I'm calling this particular series, the Game Design Series.  It's basically a series that'll touch upon the finer points of gaming; breaking down the facets of why certain things are the way they are, who thought of them, or why did it originate in the first place.  I'm a huge fan of game design, most notably in the field of balance design, and I make a big deal when something just doesn't work.  I love the idea of originality and creativity, but not at the expense of game imbalance.  However, there are times where something works so wonderfully that I have to talk about it.  This is one of those times.

We'll kick this series off with why I think ASF - Always Strike First, is the best thing to happen to High Elves faction design, ever.

I've been playing High Elves since the end of their 6th Ed. book in 7th Ed.  I played with their current book (the ASF book) in all of 7th, and now in 8th.  Before you ask why High Elves getting army-wide ASF is a good idea, you have to understand who the High Elves really are.  I'm not talking about the fairy-looking aesthetics, I'm talking about their faction design to the core.

High Elves are meant to be elite.  This is represented with slightly inflated WS, BS and I, but most importantly, this is represented by the average cost per model in the entire book.  Games Workshop has specifically said that High Elves are supposed to be the most elite force/army/faction.  They do this by making all these T3 elves more expensive than anyone would like to pay.  This brings us to our next point:  Why in god's name would you make lightly armored, T3 Elves so expensive?  Expensive costs per model means less model per unit, less opportunity to beef up your existing battalions, and thus having less units on the table.  From an aesthetic and ambient point of view (very important in game design), this is perfection 101.  How do you best capture the elite feeling of being outnumbered (numerically) in every game and against every faction?  You make them so expensive that no matter what you do, the end result will always be the same.  With one, little gesture, Adam Troke and the rest of the GW design team made High Elves the army they always wanted to be.

Now that we have an army of "overpriced", lightly-armored, T3 elves, what do we do now?  This is where you analyze the nature of the army and envision the actual "how" are they supposed to fight.  Well, by the lore given to them, they're supposed to be so highly-trained that they can knock a rider from his mount before the lance hits home.  Before we go any further, you have to understand that the current High Elves book was written in 7th Ed.  This means that the actual design for the High Elves have to work hand-in-hand with the core structure of the rules in 7th.  If anyone remembers this, the first thing they would tell you is how High Elves killed guys in the front row before they even get to strike.  Yes, this is absolutely true.  However, what they forget to tell you, is that after they killed those models in the front rank, the amount of attacks coming back at the High Elves were dramatically reduced.  This is how it was in 7th Ed, not 8th.

The High Elves faction, from a game design perspective, was given army-wide ASF for one reason and one reason only:  To deal enough damage to the enemy before they can do sufficient damage back.  The entire philosophy behind the faction, as I mentioned earlier, was to be elite.  They were purposely given a lower model count so that each unit, given the stats and weapons that they were given, was somehow able to make it work.  To make the solution even more appealing, army-wide ASF is dead simple:  You Always Strike First regardless of the weapon you're carrying.  Clean, precise and straight to the point - You can't really ask for a better rule (especially one that's already in the rules).  That's the primary justification why 15pt Sword Masters, with their T3 and 5+ save was able to make their points back.  They still make their points back, but they do it in a way that wasn't intended by GW.  With the onset of 8th Ed., ASF now turns HE units into blenders, but robs them from their original identity of unit preservation through first strike.  We now have Identity Lost, and this is a problem.

So next year, there's rumors of a new High Elves book.  I, for one, am very skeptical on what they're going to do with High Elves.  If you do a radical points decrease, High Elves will no longer be considered elite by the sheer amount of units on the field.  It won't "look" right, and for GW and most game developers, that is very important.  In my opinion, army-wide ASF was the perfect solution to the problem of:  How do you convey "eliteness" in actual gameplay with respects to how much you're spending per High Elf model?  They sure the hell can't keep what they have now.  ASF right now is all about offense; offering nothing defensively (both visual and practical); and doesn't work with the whole High Elf aesthetic.  I would shit a giant monkey if they kept Speed of Asuryan in the game in its current state.  But hey, this isn't the first time GW did something ridiculous.

Saturday, October 27, 2012

Playing some MTG

RTR is amazing!

If you guys were wondering where I've been.. I've been playing quite a bit of competitive Magic.  There's a lot of players at work and although I try my best to stay out of FNM, I might go next week with my UW Control deck.

So right now, I have 2 decks in the works.  There's my GW Aggro deck and UW Control.  Personally, I've always felt home with blue due to my permission-based playstyle, so I tend to play that deck a lot more.  Here's what my decks currently look like:

UW Control
GW Aggro

I can't wait for next set to release the rest of the guilds; Dimir being my favorite from the set and Boros in close second.  RTR is by far the most fun I've had with Magic in years.

Tuesday, October 9, 2012

6th Ed. CSM book review

Ready for Eternal War!

Originally posted by me on BoLS.

I'm just going to go out and say it, I love Phil Kelly.  This man has brought us many great works and the new Chaos Space Marine codex is no different.

He leaves his trademark design elements in the codex because he allows you, the player, the ability to customize your army as you see fit.  The best thing about all of his books is that he gives you options.  Options that can be kept cheap, so you can field of what you love, and options that can gear your army out to the teeth but at a competitive price.  This is why I believe Phil Kelly is the best GW designer.

+++Disclaimer+++
This is long!
Be prepared to read :)

This review is not going to be a direct compare and contrast of the old CSM book.  I will still compare a little bit here and there, but the reason I'd like to avoid this is because this is the first codex to be written in 6th Ed.  If we think back to what GW designers did with 8th Ed. Fantasy, we might assume that this codex is what's going to determine the scale of power and direction that future 40K books will be written.  Whether or not this is true is unknown until the next couple of books come out.

Let us explore some of the options in the new CSM book shall we?

The first thing I'll talk about are some of the unique special rules that the Chaos Marines come packing with.  Champion of Chaos is one of the more interesting things about the codex.  Just like Warriors of Chaos, anyone that has this rule MUST issue and accept challenges whenever they can.  This is good because it gives you more rolls on the Dark Gods table, but bad because the rules for challenges for 40K kinda suck.  Champions can literally challenge your badass Chaos Lord out of combat, so that means that every unit you take better have a Champion in there to accept in your lord's behalf.  The last thing you want is some measly little fodder tanking Abaddon's full range of attacks.

Another cool thing about Chaos Space Marines is that they have their own Warlord Traits table.  Almost all of these results are useful and some of them can really cause dramatic game effects.  The most prominent one is Black Crusader which gives the Warlord and all units within 12" of him Preferred Enemy towards Space Marines.  Veterans of the Long War is another thing that comes stock on some HQs and can option that you can buy per model for some units.  This gives you Hatred vs. Space Marines.  Space Marines have been defined to be all existing flavors of marines, so when you combine this with the fact that 70% of the armies out there are packing loyalist power armor, this is huge.

One of the most reoccurring themes running through this codex is that everything has a use.  Phil Kelly made the entire Dark Gods table practical, minus the random degradation into a Chaos Spawn.  All of the underpriced and unused units from the last book has been dropped in price, made significantly better, or given new upgrades.  In fact, most of the units that were used a ton last edition either got a tad bit more expensive, or didn't go up in points at all, or in some cases, even dropped in points but with some changes made to their character.  The best example of this are the Plague Marines and Obliterators.  Plague Marines got a point more expensive, lost a point of Leadership but gained Poisoned Knives (4+ Poison).  Everything else stayed the same minus the fact that there's no more no-scatter Icons but all Champions get the right to take Gift of Mutation.  This is actually quite good because for a measly amount of points, you pay for a chance to get something good before the game even starts!  Since you roll for everyone with this rule before the game actually gets rolling, this might be a little bit of record-keeping that can bother some people.  But hey, it's an option and not something you must take.

Moving at Oblits, I have something very exciting to tell you.  They still keep their 2+/5++ but they do so in the form that they have Fleshmetal and are considered Daemons.  This means they cause Fear as well and have the Bulky USR.  I guess what I'm trying to say is that they no longer have Terminator armor.  They still have all the fancy weaponry that they're known to have and they even gained the Assault Cannon as one of their new weapons.  The kicker to this is that they can no longer use the same weapon in two consecutive turns.  That means you'll have to Lascannon one turn and Plasma Cannon the other or something.  Either way, this isn't a huge turn off for me because they are now cheaper.  Not just that, but they can be marked, so for a whole 1pt more compared to last edition, they can be made T5 Oblits with all the gunbells and whistles.

The meat and potatos of this codex is the Chaos Marines in my opinion.  Although the Cult units are just as nice (I'll get to them next), I think the normal Marines will be a go-to option for players.  First, they're incredibly cheap compared to every other marine in the game.  If you want, you can give them an extra hand weapon for a few more points.  In addition, you can give them the option to take a normal Tactical layout of Special Weapon + Heavy Weapon, or you can give them 2x Special Weapons if you have 10 guys in the squad.  They can take Icons, they can take Marks, and they can take Veterans of the Long War.  I'm not joking you when I say these guys are what real Tactical Marines should look like.  They're incredibly flexible, easy to manage and customizable to world's end.  Being a Death Guard player myself, I'm really looking forward to 16pt T5 bolter-holding Marines.  Of course if you're a Khorne player, you will love the fact that for a few more points than a standard Marine, you get someone who can have 2 attacks base, Rage and Counter-attack, and if you really want, Hatred vs. all loyalist Marines.

Cult units are in the codex and I think they're better than before.  Khorne Berserkers are one of the cheaper options and they can be given AP4 Chainaxes as an upgrade.  They only have 1A base now, but the fact they have Counter-attack and Rage makes up for it IMO.  Their damage is still awesome with Furious Charge and WS5, but their biggest boon is the fact they're so affordable.  Plague Marines I already talked about above so I won't get into it, Noise Marines got cheaper and better because of the alternations to their Sonic weapons.  Sonic Blasters are now 2/3 Salvo and Ignore Cover, and the Blastmaster is S8 AP3 Blast and Ignores Cover as well.  The only bad thing is that they need 10 guys in a squad in order to take a Blastmaster now, but that's what you get for getting the option to take 15 more Noise Marines in a squad (many Cult units can be taken in great numbers).  I guess if you take a bunch of these guys and put them behind a Aegis Defense Line, you can have one hell of a firing squad.  Thousand Sons seem to be the weakest choice of the codex because they're pretty much unchanged minus the fact they come stock with Veterans of the Long War.  I just wish Soul Blaze was actually better.

In terms of HQs, I think CSM hit gold.  Not only are their Special Characters pretty good, but their normal HQs are great!  For example, both the Sorcerer and the Chaos Lord start off dirt cheap.  Smack a few upgrades on them from the Chaos Armory and all of a sudden, you've got yourself a total badass.  Sorcerers are extremely cost effective as you can take a Lv.3 Sorc for a little more than a standard Librarian.  Not just that, but the lores for Nurgle, Slaanesh and Tzeentch are all pretty good I think.  Lords, given a respective Mark can unlock Cult units as Troops for the game (Sorcs with MoT unlock Thousand Sons).  Not just that, but they can be given loads of upgrades, gifts and wargear that'll remind of you a codex made long long ago.  Warpsmiths do what Techmarines do but a little in reverse.  This mainly comes with their ability to Shatter Defenses (basically an inverse Bolster Defenses) and ability to repair.  Daemon Princes got a huge buff to their statline, can take Wings, Power Armor and must be upgraded to a specific Daemon.  If you're a Khorne, for example, you automatically gain Hatred towards Slaanesh, but you'll gain Furious Charge.  Tzeentch Daemon Princes can re-roll all saving throws of a 1.  Keep in mind that these are different than marks, because a Nurgle Daemon Prince will not have the +1T like you would think.  Also, to my dismay, but it doesn't look like Daemon Princes have Eternal Warrior either.  Lastly, we have Dark Apostles.  They're pretty much the same as a Chaplain but they have a different set of abilities.  Dark Apostles still enjoy the same Chaplain statline and 4+ invul, but they can re-roll results on the Chaos Boon table after deployment, and make other friendly units around them Ld.10 just like they are.

As for Special Characters, I'm fairly pleased with what I see.  Abaddon is still a badass and he a choice between a AP2 Daemon Weapon or a x2S AP3 Talon of Horus that has Shred and strikes at I6.  The two Specialist Weapons gives him 5 attacks base and his Warlord Trait is Black Crusader automatically.  He comes with Eternal Warrior and also makes your Chosen troops.  That's just pretty ridiculous.  Where Abaddon is pricey, you have someone like Kharn who's just a one man wrecking machine.  For the cost, I don't think there's a character out there that has WS7, 5 attacks base, 7 on the charge with Rage, 6 on the Counter-Attack, always hit on 2s with Hatred (re-roll hits).  The best part of it all?  Gorechild is +1S AP2 and strikes at his I5 normally.  With Furious Charge and Armorbane, he's basically tearing through everything in the game that he can get his hands on.  Ahriman shows up to the party as the first Mastery Level 4 Psyker.  He can give D3 of your units Infiltrate and cast 3 Witchfire abilities per round.  I'm not sure if he's worth the 230 price tag, but he's definitely an iconic Thousand Sons HQ choice.  Last, I'll talk about Typhus.  He's a tad more expensive than before, but his statline is now normalized with a SM Captain and is definitely better than before.  He still has his Manreaper, which is a Daemon Weapon, Force, Unwieldy +2S and AP2, but his biggest boon is the fact he can make Plague Zombies!  Any Cultist unit that the army can take turn into Fearless, FNP and Slow and Purposeful scoring units.  Sure, they lose some attacks and can't take any upgrades, but you'll be hard-pressed to remove 35 of those suckers from anywhere.

Other characters such as Huron Blackheart, Fabius and Lucius are still in the game, but I don't think they'll see much play compared to the others.  Huron might because he pretty much has Master of Deception just like Ahriman (D3 units Infiltrate), and Fabius maybe because he can buff a unit with fearless and +1S (imagine making this unit like Khorne Berserkers), but I honestly can't say much about Lucius.  Once again, for 3 straight books in a row, Lucius is just terrible.  AP3 Sword at base S, you get Shred and a cool special rule that makes your attacks equal to your opponent's WS in a duel, but come on.  What is AP3 going to do to a 2+ character who challenges you?  Is it that hard for GW to make his armor 2+?  Maybe that way he can take advantage of passing his armor saves and making the opponent take S4 AP2 No Cover hits for each save he makes.  For now, he'll find himself chilling back on the shelf.  Again.

Now that that's out of the way, it's time to check out some of the new stuff.

First, I'll talk about the new Dreadnought aka Helbrute.  He's not bad.  The first thing you'll notice from the Crazed special rule is that Phil Kelly removed virtually all downsides to him killing your own units.  No one liked when Fire Frenzy would blow up your Land Raider, and it makes more sense to have him shooting twice at your opponents instead!  The Mutilator warpy close-combat Obliterators are pretty cool, but with a price tag of over a Space Marine Attack Bike each, I'm not so sure.  I think it's a little bit of a fail on GW's part because if they wanted to sell new models, they should of made them amazing.  Sadly, no grenades, expensive marks and the heavy price tag will probably be the death of them even before they hit the field.  So what about the Warp Talons?  They're OK, but I'll probably rate them the same as Vanguard Veterans.  Maybe a little better because they have 5+ invuls due to Daemon (and thus also have Fear), and come stock with Shreding Lightning Claws.  The fact that they can be marked makes it cool, but then you're looking at Vanguard Veteran prices.  The one thing that really stands out about them is that when they come in, they Blind everyone within 6" of their drop zone.  That means if you thread the needle at the right time, it can be devastating for your opponents next turn as they're technically combat ineffective.  This, however, depends on how reliable your opponents are at making their Initiative tests.  Unfortunately, more chances than not, most people will pass just fine.

I'm not sure what to say about the Helldrake to be honest.  I loathe the model so I'll probably never own one, but I can see how it can be good.  For 170 points, it comes with Daemonic Possession and a Hades Autocannon.  The one thing that really stands out is that it's a Daemon so it enjoys a 5+ invul, comes with AV12/12/10 and 3 HP, but has the It Will Not Die USR.  Being a Flyer, this makes it quite a bitch to kill when you math it all out.  I personally would just take it with the Baleflamer because you can take it for free because it's a S6 AP3 Torrent, Soul Blaze template that will kill MEQ like crazy.  As if you need more ways to kill loyalists right?  Oh, and before I forget, the Heldrake has something called Meteroic Descent.  This allows him to Vector Strike while Zooming dealing S7 hits.  Not bad.  That's fine and dandy, but most people around my neck of the woods are talking about the metal dogbeasts:  The Forgefiend and Maulerfield.  One is geared towards CC and the other delivers respectable long-range firepower.  The Forgefield is capable of laying down 3x S8 AP2 Get Hot Blast templates on someone like a pseudo Executioner, or it can sit back and unleash 8 S8 AP4 Hades Autocannon shots since it has two of them.  He's only BS3, but statistically, your range to inflict more damage can be higher when compared to a GK Rifleman.  The Maulerfiend, on the other hand, has Magma Cutters (that deals with armor) and two Power Fists to get all up in the enemy's face.  You can also upgrade him with Lasher Tendrils to decrease your enemies' attacks.  Since the Maulerfiend has a special rule that allows it to move 12" ignoring terrain, it can surprisingly move up the field very quickly and charge targets from a very respectable distance.  Both metal doggies have Daemon, Fleet and It Will Not Die, so it's going to be pretty annoying to with when you start rolling those 5+s.

I think it's time to wrap this up.  Let me finish by saying that a lot of the bread and butter units got a huge facelift.  Havocs are now as cheap as standard CSM, can take marks for the same cost, and have much cheaper heavy weapons.  Oh, and they're also the first Dev unit in the game that can take Skyfire Missiles (although you have to pay extra).  Chosen are still there and are still great, although they lost their ability to Infiltrate.  I say they're great because they can still take a ton of special weapons and their price is very attractive.  Possessed are good, Raptors are cheaper (comes with Fear!), Bikers are fantastic, and the Spawn is cheaper, and better.  Basically, everything got cheaper and better, and full of customization options like marks, veterancy and cool little chaos gifts.  The main one from that list to look after is the Bikers, man.  To put it into perspective, you can get 3 bikes with 2 Meltaguns for under a hundred points.  Then, you can add up to 7 more bikes for a measly 20ppm.  And yes, you can mark them and give them Veterans of the Long War as well.  If I didn't hate bike models so much (long story), I would take a huge unit of 7 Nurgle Bikers (T6!!!) with 2x Meltaguns and a Fist and call it a day.

Vehicle wise, everything stayed the same, but got cheaper.  The Predator Annhilator is also cheaper than their loyalist counterparts.  Sadly, the Chaos Land Raider can still only take 10 max models, and only sport one variant, but the army-wide points reduction sure makes up for it.  I guess the only loser here is the Defiler as it got more expensive, but it gained the same properties of the other Daemon-machines so its hard to say if its a bad buy or not.  It was probably too cheap last book anyway.

There are some things in the book that bother me though.  I already shared some of my complaints above, but I'll go over some of the new ones.  The first is the Chaos Icons.  The reason why I never brought Icons up before is the fact that they're still given to one model to hold.  If that one guy dies.. and that's really freaking easy with 6s to snipe, Focus Fire and all that chaos that goes on the battlefield, the entire unit loses the Icons abilities.  It doesn't matter if you pay a big expensive Icon of FNP on your Slaaneshi units (yes, Slaanesh, not Nurgle), you lose it of your model gets picked out.  For this reason alone, I will never take a Chaos Icon.  My second complaint is the Chaos Artefacts that you can pick from.  I really liked how Daemon Weapons worked in the last book where different marks gave you different effects, but now you have Chaos Artifacts kinda like how 8th Ed. Warhammer Fantasy books have 8 or so unique items.  One part of me is excited because this can possibly mean more unique flavorful items for newer books to come, but the other part is sad that I can't take a Blissgiver anymore.  Some of you will be happy with the new unique weapons though, although I think I'll probably just take Abaddon if I needed something more badass.  On the plus side, Daemon Princes can run around with them, so that's pretty cool.

I guess the new Chaos Artifacts have to do, I can't go into too much detail, but my eye is set on two in particular:  The Dimensional Key and Burning Brand of Skalathrax.  When I first read the Dimensional Key I thought it was a misprint, but apparently, when the bearer kills an enemy model in an assault, the key unlocks.  From then on, all enemy models within 12" of the keybearer treat all terrain as both Difficult and Dangerous, this includes attempts to charge as well.  On top of that, anyone coming in from DS near 12" of the key don't scatter.  Sounds really good does it?  It does to me!  As for the Burning Brand, it's basically a S4 AP3 Flamer with Torrent and Soul Blaze.  Yum.

My last complaint is probably something that all Legion players share, and that's there's not enough Legion representation.  You know what?  That's what Horus Heresy is for.  Legions are clearly extinct in the new book although they did give you some new units.  Cultists are for the Alpha Legion players, Dark Apostles for Word Bearers, Warpsmiths for Iron Warriors, and Warp Talons are for the Night Lords.  That's great and all, but I think we can at least do something with the Sacred numbers.  If Thousand Sons can take a free upgrade to make their Aspiring Champion a Sorcerer for every 9 they would take, I bet good money that they'll take that.  At least give the Noise Marines the ability to take a Blastmaster at 6!  You know, small things like that can make a big difference.

But hey, you know what?  Who am I kidding?  I think the book is great.  I rate it a solid 8/10 in terms of Internal Balance, External Balance, Fluff and Playability.  There's tons of great options that you can pursue; from keeping everything cheap and spamming the hell out of cultists and normal marines, or you can go quality with full marks, icons and chaos gifts.  The point is:  You can do whatever you please and you will probably still field a fun, viable army for many years to come.  This is the hallmark of a good book, a keeper, a timesake.  Players need something that can fiddle around with for the next couple of years and I think they will be very pleased with this one.  When Phil Kelly wrote the Space Wolves codex, I prayed to the Dark Gods that one day, all marine books will be like that.  A hell of a good way to start a new edition I'd say.

Sunday, October 7, 2012

Ready for Eternal War

Rot, Glorious Rot!

Yup, I said it.
Here's what I'm currently building to:

1996

HQ:
Typhus = 230

TROOP:
35x Plague Zombies = 150
7x Plague Marines (Rhino, PF, 2x Plasma Gun) = 258
7x Plague Marines (Rhino, PF, 2x Plasma Gun) = 258
7x Plague Marines (Rhino, PF, 2x Plasma Gun) = 258

ELITE:
6x Terminators (MoN, 1x CF, 6x CbM) = 266

HEAVY:
7x Havocs (MoN, 4x Autocannon) = 162
7x Havocs (MoN, 4x Autocannon) = 162
2x Obliterators (MoN) = 152
ADL w/ Quad-Gun = 100

I already have the Plague Marines, but I need my god damn shipment of Terminators to come so I can start converting them into Death Guard.  Anyone got any ideas on what to do with the Autocannons?  I need to make 8 of them for my Havocs and I'm not sure how.

The idea here is simple:  7s everywhere, Havocs behind the ADL with Quad-Gun joined by the Oblits.  The huge unit of 35x Plague Zombies will go somewhere to claim, contest or hold down and objective, and the Plague Marines will just roll up and be badasses.  No Epidemis and Plaguebearers, sorry.  I'll try to stay away from the cheese until DoC get released in the near future.  Who knows what will change?

Now here's a funny question... Typhus' Zombies rule makes it so Cultists can't take any options.. does that mean I can't increase the squad size either.

If I drop the Plague Zombies, I might just take an extra Oblit and add more Terminators!

Tuesday, September 25, 2012

Mortarion and Fulgrim Primarch stats


Fulgrim
Primarch of the Emperor's Children

Fulgrim the Illuminator - 380 points
WS 8
BS 6
S 6
T 6
W 6
I 8
A 5
Ld 10
Sv 2+

Unit Type: Infantry (Character)
Unit Character: 1 (Unique)
Wargear:
The Gilded Panoply
2+ Armour, 5+ Invun (this increases to 3+ in combat)
Should Fulgrim pass an Armour or Invun save on a 6, the unit that inflicted the wound must pass an initiative test or be Blinded

The Blade of the Laer
Str - As User
AP 2
Type
Melee, Rending, Specialist Weapon, Two Handed

Fire Brand
Master Crafted Volkite Charger which also has Shred

Krak and Plasma Grenades

Special Rules:
Primarch

Sire of the Emperor's Children
Fulgrim has Crusader, and must always issue and accept challenges if there is someone in combat with WS 5 or higher
Whilst Fulgrim is on the board, all units with Legiones Astartes (Emperor's Children) gain +2 to combat res, and reserve rolls may be re-rolled

Sublime Swordsman
His invun is increased to 3+
He gains more attacks equal to how much his Initiative is better than his opponents

Strategic Planning
A single Warlord Trait from any table may be CHOSEN for Fulgrim


Mortarion
Primarch of the Death Guard

WS 7
BS 5
S 6
T 7
W 7
I 5
A 5
Ld 10
Sv 2+

Unit Type: Infantry (Character)
Unit Character: 1 (Unique)
Wargear:
The Barberan Plate
2+ Armour Save, 4+ Invun

Silence
Str +1
AP 2
Type
Melee, Instant Death, Sunder (may re-roll armour pen rolls), Unwieldy, Two Handed, Sweep Attack (may exchange all attacks to attack every model in base contact)

The Lantern
Range
18"
Str 8
AP 2
Type
Assault 1, Sunder

Frag Grenades

Phospex Bombs (unlimited) - his have a range of 12"

Special Rules
Primarch

Sire of the Death Guard
All Death Guard have Stubborn
All of their Frag Grenades, Frag Missiles, and Havoc Launchers have Poisoned (4+)

Shadow of the Reaper
Leadership against Fear tests caused by Mortarion suffer a -1
If he isn't in combat or a vehicle in the player's shooting phase, Mortarion may redeploy him (not deep strike) by passing a Ld test
Must be within 10" of starting position, may not finish within 3" of an enemy
May not be placed in a vehicle, building, or impassable terrain
If he was part of a unit he leaves it (obviously)
He may declare charges after performing this move, but it counts as disordered

Preternatural Resilience
Mortarion re-rolls failed Toughness tests and "It Will Not Die!" rolls
Automatically passes any dangerous terrain
Any weapon that wounds on a flat dice roll (for example poison) will only hurt Mortarion on a 6

Witch Spite
Deny the Witch on a 4+

Very Bulky

Monday, September 24, 2012

Chaos Dreams: Death Guard

Enlarge me.

Pretty lame title, I know, but as of right now, most of the upcoming CSM info has been released to the public.  Just in case you guys have been living under a rock the last couple of days, check it out here.

So what's the point of his post?  Well, I just wanted to think outloud and explore some options I have as a Death Guard player.  Now that I know the Plague Marines in the codex will be 24ppm, gain Plague Knives (4+ Poison) and keep everything else (-1 Ld I think, but gain the option to upgrade to Veteran), I think it's time to develop some lists.  Keep in mind that one of the most intriguing things int he upcoming codex is the fact that Typhus will be able to make Cultists Zombies.  I don't know the exact wording on the zombies yet, but if they count as scoring, things are going to be pretty disgusting.  They keep basic Cultist stats but gain FNP, Fearless and Slow and Purposeful.

Hmm.. what kind of army should I field?
Let's see..

For larger armies, I think I'll go with this:
Typhus w/ 7x Terminators, Mark of Nurgle, CbPlasma
Full unit of Cultist Zombies
3x-4x 7-man units of Death Guard, Plasma Guns, Power Fists
Epidemis, 7x Plaguebearers
1x 7-man unit of Havoc with ACs, manning a ADL/Quad-Gun, Mark of Nurgle
2x unit of Oblits, Mark of Nurgle (yes, they can take Marks!)

I don't like the new dragon looking dog mechanics, so the only new models I'll probably pick up is the plastic Raptors.  What do you guys think?

Wednesday, September 19, 2012

Quick update and some CSM

Dark Apostle?

UPDATED: 9-20-12!

First, check out some of the new pictures of the new CSM:
http://www.lounge.belloflostsouls.net/showthread.php?24846-First-leaked-CSM-picture-amp-New-WD/page11

Scroll to post #109 for all the goodness.

More stuff here:
http://www.frontlinegaming.org/2012/09/19/40k-fw-new-releases-and-pics-galore/

More stuff:
http://www.lounge.belloflostsouls.net/showthread.php?24882-Chaos-Space-Marine-FACT-Roundup

More:
http://www.dakkadakka.com/dakkaforum/posts/list/1200/476112.page#4790409

Second, such is the nature of the gaming industry that I have overtime from now until Heart of the Swarm comes out.  So much for playing minis on Tuesday nights!

Frankly, I do NOT like any of the new CSM minis.  It looks like I'll be doing that all-foot Death Guard army after all..

MORE STUFFS:



Chaos Boon Table
(D66 pick 2d6, one is your tens and the other is your ones) 

You have to win a challenge to roll on this table 

11-16 - Nothing 
21-22 - Replace model with Chaos Spawn 
23 - +1 Attack 
24 - Eternal Warrior 
25 - +1 Strength 
26 - +1 BS 
31 - +1 Initiative 
32 - Return to full wounds, if unwounded gain +1 Wound 
33 - +1 Toughness 
34 - Shrouded 
35 - Armour Save improves by 1 
36 - Melee weapon has Fleshbane 
41 - Passing a Deny the Witch roll makes enemy Psyker take a Str 6 AP 2 hit 
42 - Re-roll failed armour saves 
43 - Melee attacks are Poisoned 
44 - Crusader 
45 - Hammer of Wrath 
46 - Icy Aura (enemy models in base contact take a Str 4 AP 5 hit at Initiative Step 1) 
51 - Adamantium Will 
52 - A ranged weapon has +1 Strength 
53 - Hatred (Everything!) 
54 - Shred 
55 - Melee attacks have instant death 
56 - +1 WS 
61 - Stubborn 
62 - Fleet 
63 - Feel No Pain 
64 - Roll another d3+1 on this table (re-rolling Spawnhood and Apotheosis) 
65-66 - Replace model with Daemon Prince 

Warlord Traits 

1 - Friendly units within 12" of Warlord have Preferred Enemy (Space Marines) 
2 - Melee weapons belonging to the Warlord and his unit have Soulblaze 
3 - D3 infantry units may infiltrate (could this be new Creed???) 
4 - Warlord and unit have hatred (everything!) 
5 - Warlord causes Fear 
6 - Warlord may re-roll Chaos Boons 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Here are Psychic Powers and some special rules:


Armor

Improvised Armor: 6+ Save 
Powerarmor: 3+ Save 
Terminator Armor: Same as loyalist 
Fleshmetal: 2+ Armor 

Wargear

Chaos Bike (SM Bike)
Infernal Ammunition: AP3 
Mechadrites: +2 A, includes 1 Meltagun and 1 Flamer 
Plague Grenades: Mark of Nurgle only - Model carries Offensive and Defensive grenades 
Seal of Corruption: 4+ Invulnerable Save 
Jetpack 

Gifts of Chaos

Aura of Dark Glory: 5+ Invulnerable Save 
Gift of Mutation: Ahead of Deployment, roll once on the "Rewards of Chaos" table 
Battle-familiar: Model gains 2 additional S4 AP- attacks 
Wizard's familiar: Model may reroll failed Psychic tests 
Warpblood: Everyime a model with Warpblood suffers an unsaved wound, the unit that caused this wound suffers 1 S3 AP4 hit. (it appears this is not limited to close combat) 

Palanquin of Nurgle: Model gains +2 Wounds and +1 Attack and gets the Very bulky special rule 

Bloodcrusher of Khorne: Model gains +1 Toughness, +1 Attack and +1 Wound and changes it's unit type to cavallery 
Steed of Slaanesh: Model changes it's unit type to cavallery. It runs +3 inces. Gains accurate senses and Outflank special rule and is granted +1 attack 
Disk of Tzeentch: Model changes it's unit type to Jetbike and gains +1 Attack 

Icons of Chaos 

All Icons grant +1 on Combat Resolution 
Icon of Revenge: Unit is Fearless 
Icon of Flames: Mark of Tzeentch Only: Boltguns, Heavy Boltguns and Bolt Pistols have the Soul Blaze Special Rule 
Icon of Rage: Furious Charge, Unit may reroll Charge Distance 
Icon of Despair: Mark of Nurgle only: Unit causes Fear 
Icon of Ecess: Mark of Slaanesh Only: Unit gains Feel no Pain 

Marks of Chaos 

Mark of Khorne: Berserker, Counter-attack 
Mark of Nurgle: +1 Toughness 
Mark of Tzeentch: Invulnerable Saves improved by 1 
Mark of Slaanesh: +1 Initiative. 

Mark of Nurgle, Mark of Tzeentch, Mark of Slaanesh: If they are given to a psyker, he must chose at least 1 psychic power of the appendant dicipline. 


Demonprince Upgrades 

Demon of Khorne: Hatred (Demons of Slaanesh), Furious Charge 
Demon of Slaanesh: Hatred (Demons of Khorne), Rending, Fleet of Foot, runs +3 inches 
Demon of Nurgle: Hatred (Demons of Tzeentch), Slow and Purposefull, Shrouded 
Demon of Tzeentch: Hatred (Demons of Nurgle), May Reroll all saves of 1 

Psyker

May chose psyonic powers from pyromancy, biomancy or telepathy. If he's a demon of Nurgle, Slaanesh or Tzeentch he must chose at least 1 psycic power from the appendant dicipline. 

Vehicle Upgrades

Destroyer-Blades: Causes D6 S5 AP - hits while performing a Tank shock. If a Unit choses Death or Glory it suffers 2D6 hits instead 
Warpflames: All ranged weapons have the Soul Blaze special rule 
Whipping Tentacles: Every model suffers -1 attack for each whipping tentacle it has base contact to. (very strange wording here...) 
Twin linked Boltgun: Duh. 
Siege shield: Vehicle automatically passes dangerous terrain tests 
Demon Engine: BS 3. Ignores Crew stunned and Crew shaken on rolls of 2+. When a unit embarks, roll a D6. On a roll of 1 you remove 1 random model as a casulty, and the vehicle regains 1 Hullpoint. 
Magma-cutters. If a Maulerfiend with Magmacutters hits with at least one of it's attacks, it generates 1 extra attack. If it hits with all of it's attacks, it generates 2 additional attacks. These attacks have Initiative 1, S8, AP1 and armorbane. 
Sonic Blaster: Enemy units within 6" may not perform defensive fire. 

Special Rules 

Obliterator Weapons: Kyborgs may chose one of the following weapons: Assault Canon, Heavy Flamer, 
lasCannon, Multimelta, Twinlinked Flamer, TL Plasmagun or TL meltagun. All obliterators must chose the same weapon. They may not chose the same weapon twice in a row.

Mutilator Weapons: Pick one of the following at the start of any combat phase the mutilator is in close combat: Pair of: Lightning Claws, Chain Fists, Power Swords, Power Mauls. All Mutilators must pick the same weapon, and may not chose the same weapon two combat steps in a row. 


Might of the Soulforge: Once per game, at the beginning of a shooting or close combat phase, a model may unleash the might of the Soulforge to reroll all failed to wound/armor penetration rolls. It suffers a glancing hit at a roll of 1 at the end of the phase. 


Master of Machines: A Warpsmith may try to repair a friendly vehicle or curse an enemy vehicle. 

repair: Needs to be in b2b or within the vehicle. On a roll of 5+ (4+ with mechadrites) he restores a hullpoint or removes one weapon destroyed/immobilized result. 
Curse: Shooting attack: 18" range. If it hits, the enemy vehicles weapons have the 'gets hot' special rule. 

Psychic Powers

Discipline of Tzeentch 
Primary Power: Flames of Tzeentch Witchfire, Focus 1 
24", S5, AP-, Blast, Inferno (Inferno: Each unsaved wound causes an aditional D3 S3 AP - Hits) 

1-2: Gift of Mutation: Blessing: Focus 1: 

Friendly Character within 2" suffers a S4 AP-hit and ma roll on the "Rewards of Chaos" table 

3-4: Bolt of Corruption: Beam, Focus1 

18", S8, AP1, Detonation (If the target is an enemy vehicle and suffers a "Vehicle explodes" result the radius of the blast is 2d6 inches instead of D6 inches) 

5-6: Odem of Chaos Witchfire, Focus 2 

Template, S1, AP2, Poison (4+), corrosive. (corrosive: Vehicles hit suffer a glancing hit on a roll of 4+) 

Discipline of Nurgle 

Primary Power: Rot of Nurgle Witchfire, Focus 1 
6", Assault D6+1, Poison (4+), S2 AP 5. No effect on models of Nurgle (yes, model of Nurgle is the actual wording.) 

1-2: Weapon Virus: Curse, Fokus 1 

Range 24". All ranged weapons in the enemy unit have the "gets hot" special rule 

3-4: Plagued Present Curse, Fokus 1 

Range 48". Enemy unit rolls a D3: 
1: Corpsefliesinfestation: -1 attack, shrouded 
2: muscular atrophy: -1 Strength, may not run 
3: Liquifying Fever: -1 Strength and -1 toughness 

5-6: Plagued Wind Fokus 2, Witchfier 

12", S1, AP2, Assault 1, Blast (5"), Poison (4+) 

Discipline of Slaanesh

Primary Power: Overload Witchfire, warp charge 1 
24" S4 AP4 Assault 4, concussive, Blind, Pinning 

1-2: hysterical frenzy Blessing, Warp Charge 1 

Pick non-vehicle unit within 12" and roll a D3 
1: +1 Initiative 
2: +1 Strength 
3: +1 Attack 

3-4: Symphony of Pain Curse, Warp Charge 1 

1 Enemy unit within 24 inches gets -1 BS and -1 WS. All ranged weapons directed at this unit get +1 Strength. 

5-6: extatic wince Witchfire, warp charge 2 

24": S: special, AP - Assault 1. 
Every nonvehicle model in the enemy unit suffers 1 hit with its own strength. 

Tuesday, September 11, 2012

BR: 1000pts RoF vs. KoB

Vive la France!

Hey guys, today I played a game vs. my friend's KoB with my French navy.  In this BR, I will follow the same unit review format as I did the last BR before moving onto the mission recap.  Overall, I enjoy this format a little more because it gives me the opportunity to highlight the ups and downs of each unit.  It's also easier to track their performance as I write more BRs.

Here are the fleets:

Charlemagne DN (Cloud) = 240
Couronne BCV (Cloud, Fighters) = 150
3x Marseille (RA) = 195
3x Escuyer CA = 165
4x Chevalier DD = 120
4x Chevalier DD = 120
2x 5x TFT = Free!

vs.

Majesty DN (2x Shield) = 270
+3x Bastion Escorts = 75
Ruler BB (Shield) = 180
3x Agincourt CA = 240
4x Orion DD = 140
4x Attacker FF = 100
2x 5x TFT = Free!

Field Orders:
Me - Destroy all Large and Massive models in any opposing Fleet.
Him - Destroy or capture at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points, including all Medium models.

House Rules:
Repair is actually 4+ because we're both GW gamers.
Critical Tables 2 and 12 have been switched because again, we're GW gamers.

My fleet analysis:
  • My Charlemagne did very well this game.  I activated him first almost every turn just so I can get the Cloud Generator rolling early.  I needed this ship to preform and thus, I kept him advancing and applying damage every turn that I can with his RB3 rockets.  The primary turrets didn't do much until I was able to get into RB1, which combined with my broadside was able to blast apart 2 wounded Agincourts.  With Cloud Generator rolling, Retardant Armor and me closing fast on the enemy, his focused fire was unable to do any real damage to my ship.  When the game ended, I only managed to take a single hull point's worth of damage, while my Heat Lances managed to do 1 Crit and 1 HP to his Dreadnought and 2 points of damage to his BB.  Overall, this guy took a ton of damage and put out some heavy damage himself by charging directly towards both of his capital ships and getting both ships in Heat Lance territory.
  • The Couronne BCV also preformed quite well.  He was able to supply a fighter wing to the party as well as a Recon plane for the extra activation.  I think the biggest contribution that he made to the fight was taking a lot of damage from his fleet.  A lot of fire went into the Couronne because of how Cloud Generator activation works.  If I activate the Charlemange first, my opponent will shoot at my Couronne.  If I activate the Couronne first, my opponent goes after my DN.  Since my DN was instrumental to winning this game vs. his two capitals, I decided that my BCV will take most of the beating.  Even though the Couronne took 3 HP of damage, I managed to down some Orion DDs and Attacker FFs with my broadsides and rockets.  Sadly, his BB launched AP later in the game and derelicted my ship.
  • My Marseille Cruisers were pretty decent.  They were able to soak a good deal of damage being put into them, as well as manuever into advantageous positions with their MV9 and Sea-Skimming.  Damage was pretty decent from them as well as I was able to make some longer distance gunnery shots as well as annihilate some of his Destroyers and Frigates with my broadsides.  Being hit on 5s by torpedoes was also amazing as I was able to fend off an entire Torpedo Fighter squadron by themselves.  The excellent AA from a full squad really helped take the damage off the Cruisers.  Later in the game, these guys made a large sweeping manuever around the enemy BB to prize it.  Since all of his marines and my marines from the BCV killed each other, his BB was left wide open.
  • I really liked the Escuyer CAs.  Their RB2 AA almost seems like cheating because I was able to annihilate a squadron of TFTs after they made their bombing run.  Given I could of sat back a little more and waited for his TFT to come closer, I chose to advance with the rest of my fleet to get better field presence and weighted fire.  Although they limped forward with the rest of my heavier ships, I didn't find their advance too problematic because of the damage their turrets put out from range.  Hitting for 7/6/5 with secondary turrets all the way to RB3 is really good, and the fact that their AA basically eliminates any chance your opponent will board the Escuyers.  I remember in the game when one of his remaining Agincourt Gunships threw his AP at one of my Escuyers.  Those poor, poor men never stood a chance.
  • Last, but not least, I had 2x units of 4x Chevalier DDs as backup fire support.  Yeah, these guys are just really good.  Pack Hunter, a lot of rockets from RB1-3, and good DR.  They were able to put on the hurt to everything in his navy from Frigates all the way to his Gunships.  Overall, these guys can definitely stay in the navy.  Their ranged support is very beneficial to an naval force who needs to get closer to the enemy before they can unleash their more devastating weapons.

The enemy fleet:
  • The Majesty and the Ruler put a lot of shots out at my DN when they should of annihilated my mediums.  My opponent agrees that he lost track of the mission parameters and that killing my smaller ships would of been better than wasting shots at my Cloud Generated, slightly retarded ships.  When he launched his final AP assault on my Charlemange later in the game, he failed to kill any of my Fighter CAP and my AA just blew him to shreds.  I think only 3 of his Elite marines made it on board and my own Elite marines were able to clean house without much problem.  What my opponent did well with his capital ships was change fire on whichever of my capital ships activated first so he can shoot at the one without the Cloud Generator.  This is how he managed to put on good damage on my Couronne early, but he got tunnel visioned into the Charlemange later after I threw out 14 dice vs. his Majesty and critted it for damaged engines.
  • The Agincourts performed as expected, and their damage mauled my Chevaliers, but poor dice meant they couldn't do much to my other stuff.  I believe he shot at the Escuyers a couple of times and just didn't get anywhere with their damage.  With his field orders being kill my mediums, this was extremely frustrating for him.  I made the mistake of spreading damage on his Agincourts when I should of just focused one down after another.  It was their torpedoes that did the most damage, but my focus on weakening their primaries kept their AP a threat as well.  I know I will be focus firing them down next game instead of spreading the love.
  • As for the rest of his units, they all preformed as well as they're going to.  His Destroyers and Frigates did solid damage to my Chevaliers, but their performance vs. my Marseilles were very poor.  The Sea-Skimming made their torps very weak, and their main guns were unable to breach the Retardant Armor that my Marseilles had.  The fact that I flew over land in the later parts of the game kept torpedoes out of the question entirely.  Overall though, they did solid damage to my smaller ships but was unable to do anything to my bigger ships.

Reflection:
  • I believe my activation order and firing priority was better than my opponent.  He got tunnel visioned into killing my bigger ships instead of focusing primaries at my mediums.  If he managed to kill 5 Destroyers and all my Cruisers, the game would of been his.  However, this was not the case and I'm sailing back to France with a Ruler BB in tow.

Game Preview: THON

A new sci-fi miniatures game!

Check out the game on their official facebook page!
https://www.facebook.com/ThonTheGame

THON is a fast paced tactical wargame for two or more players, pitting the Starlight defending Thonians against the mighty terraforming Sons of Ord. When the Thonians expanded the inter-Starlight network to include the non-allied Eastern Worlds many joined the new Alliance but one however did not…

More concept art:







Friday, September 7, 2012

Updated 6th Ed. 40K FAQs!


Right here:
http://www.games-workshop.com/gws/content/article.jsp?categoryId=600005&pIndex=1&aId=3400019&multiPageMode=true&start=2

Some things that stood out after skimming..


Page 53 – Commander Dante, The Axe Mortalis.
Replace the entry with the “The Axe Mortalis is a power axe
with the Master-crafted special rule.”

Page 58 – Dark Eldar Wargear, Huskblade.
Change the last sentence to read “A huskblade is an AP2 melee
weapon with the Instant Death special rule.”

Page 45 – Astorath the Grim, The Executioner’s Axe.
Replace the first sentence with the following profile:
Range S AP Type -
- 6 2 Melee, Two-handed,
Unwieldy

Page 55 – Typhus, Manreaper.
Replace this entry with the following profile:
Range S AP Type
- User 2 Melee, Daemon
Weapon, Force,
Two-handed,Unwieldy

Page 48 – Khârn the Betrayer, Gorechild.
Replace the last sentence with the following profile:
Range S AP Type
Gorechild - +1 2 Melee,
Armourbane,
Unwieldy

Page 93 – Daemon Weapons, Daemon Weapon (Lords with no
Mark of Chaos).
Replace the last sentence with the following profile:
Range S AP Type
- +1 2 Melee, Daemon
Weapon,Two-handed
Daemon Weapon: This weapon gives its wielder +D6 Attacks in
close combat. Roll the dice at the beginning of each Fight subphase the wielder is in close combat. If the result is a 1, the
model may not make any Attacks in this sub-phase and suffers
one Wound with no armour saves allowed.


Page 93 – Daemon Weapons, Bloodfeeder.
Replace the second and third sentences with the following
profile:
Range S AP Type
- User 2 Melee, Bloodfeed,
Daemon Weapon,
Two-handed
Bloodfeed: A model with a Bloodfeeder gains 2D6 Attacks
rather than D6. If either dice rolls a 1, the model does not
attack and suffers one Wound as described above (not one
Wound for each 1 rolled).

Page 93 – Daemon Weapons, Plaguebringer.
Replace the last sentence with the following profile:
Range S AP Type
- User 2 Melee,
Daemon Weapon,
Poisoned (4+),
Two-handed

Page 93 – Daemon Weapons, Blissgiver.
Replace the last sentence with the following profile:
Range S AP Type
- User 2 Melee,
Daemon Weapon,
Instant Death,
Two-handed

Q: If Chaos Space Marines are allied to Chaos Daemons, do they roll
for scatter if Deep Striking within 6" of a Chaos Icon carried by a
Chaos Daemon model? (p81)
A: If the wording on the Chaos Icon’s description refers to ‘all
friendly units’, then yes. If not, then the Chaos Icon only
affects the specific units referred to in its description.

Page 85 – Special Equipment, Wings.
Replace this entry with “Infantry models equipped with wings
add ‘Jump’ to their unit type. Daemon Princes with wings add
‘Flying’ to their unit type.”

Q: What happens when a Farseer with Runes of Witnessing rolls for his
Psychic test when there is an enemy Farseer with Runes of Warding on
the battlefield? (p26)
A: The two pieces of wargear cancel each other out; neither
takes effect..
Q: Are the e ects of the multiple Runes of Warding cumulative (i.e. two
Runes of Warding in range would cause the character to roll 4D6 when
taking psychic tests)? (p26)
A: No.

Q: Do Dark Eldar allies count as Eldar for the Farseer psychic
powers Fortune and Guide? (p28)
A: No.

Q: Do Haywire weapons, vibro-cannons and D-weapons (D-cannon,
wraithcannons, etc.) affect fortifications in the same way they do
vehicles? (var)
A: Yes.

Q: Can Vibro Cannons hit Zooming Flyers or Swooping Flying
Monstrous Creatures, if the line drawn by the Eldar player touches these
models? (p45)
A: No. They can, however, hit Hovering Flyers and Gliding
Flying Monstrous Creatures

Q: Does a Nemesis Dreadknight armed with a Nemesis greatsword have
4 Attacks at Strength 10 that, because of the Nemesis greatsword, can
re-roll To Hit, To Wound and Armour Penetration rolls?(p54)
A: Yes.

Q: Can a model take a cover save from the Jink special rule against
shooting attacks made by Hive Guard impaler cannons? (p47)
A: No.

Page 81 – Mindshackle Scarabs.
Change the first sentence to read “At the start of the Fight subphase, after charges have been made, but before any blows are
struck, randomly select a non-vehicle enemy model in base
contact with the bearer of the mindshackle scarabs.”

Q: Do units hit by lightning as a result of Imotekh’s Lord of the Storm
special rule benefit from the Stealth or Shrouded special rules due to
Night Fighting? (p55).
A: No.

Q: If mindshackle scarabs are used against a model with a force
weapon or a weapon which allows the wielder to inflict Instant Death
with a successful Leadership test, can the Necron player force the enemy
model to utilise this ability? (p81)
A: Yes.

Q: If mindshackle scarabs are used against a model whose weapon
gives them additional Attacks in close combat for any reason, are these
attacks added to the number of hits the model causes on their unit (for
example a Daemon Weapon)? (p81)
A: No.


Page 410 – Reference, Profile, Codex: Grey Knights, Paladins.
Change unit type to Infantry.

Page 411 – Reference, Profile, Codex: Space Wolves, Wolf Guard.
Change unit type to Infantry.

Page 413 – Reference, Profile, Codex: Orks, Nob.
Change unit type to Infantry and add the following Designer’s
Note:

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