Sunday, January 23, 2011

Revisiting Tyranids


So Tyranids have been out for a year now and people have got in a lot of games with them.  I've heard many things from many different people, but one thing's for sure:  A lot of players don't like the current book.  To make a long story short, they find the book stale, some thing's don't make sense, it's overcrowded and limited in competitive options.

This is not going to be another one of those posts complaining about Tyranids, but it'll be a post to talk about why I think Tyranids are actually fun.  Call me a loyalist bastard all you want (considering I have like 4 MEQ armies), but Tyranids is still pretty fun to play.  Let me rephrase; Tyranids is a blast to play in a semi-competitive to non-competitive environment.  At the top tier competitive levels, Tyranids just isn't there.  Now I know this depends from region to region, but there's a lot of competitive options from other books that causes a lot of issue for the options that Tyranids like to field competitively.  Big scary bugs are indeed pretty scary, but you can only get so many of them on the field before things get melta'd or plasma'd to death.  Compared to the Nidzilla of last edition, the combat effectiveness vs. cost just isn't there anymore.

I've been playing with my 2K Swarmlord list on Vassal lately and I have yet to lose a game.  Sure, I'm not playing against the most competitive lists vs. the most competitive people, but that's exactly what I'm talking about.  Tyranids might not be the best army competitively, but they're definitely not out of the game.  Check out my list:


1996
12 kp

HQ:
Swarmlord = 280

TROOP:
12x Genestealers = 168
12x Genestealers = 168
14x Termagaunts = 70
+Trevigon (Toxin Sacs, Catalyst, Onslaught) = 200
14x Termagaunts = 70
+Trevigon (Toxin Sacs, Catalyst, Onslaught) = 200

ELITE:
Deathleaper = 140
3x Hive Guard = 150
3x Hive Guard = 150

HEAVY:
Trygon = 200
Trygon = 200

The Termagaunts wall the Hive Guard, the Hive Guard wall the Trevigons and Swarmlord and the Trygons can't really hide.  A lot of people like to DS Trygons in every game, but I see them as great fire magnets if the opponent is lacking long range-anti tank.  You throw them on the board and all of a sudden, your opponent's gameplan changes completely.

For some reason, a lot of people don't like Genestealers either.  I still think they're one of the best counter-charging units in the game.  Any unit that's trapped in combat with fearless Nids is a dead unit once they receive a charge from Genestealers.  You can keep them behind your main wall of units (behind the Swarmlord) and anything that hits that wall of flesh in front of you is dead.  The best thing about Genestealers is that they work perfectly with the Swarmlord in this list.  Having that +1 to reserves and re-rolls for outflanking means that the stealers are insanely deadly and unpredictable.  It completely mind-melts your opponent's deployment, his actions and the way the game is played.  No one wants outflanking GS running down their lines.. especially when you have close combat with a tarpit on a denied flank.  If you have the points, Toxin Glands makes them the premiere MEQ-killer in the game for the points.  With the Swarmlord's Preferred Enemy, things just get ridiculous.

Another thing about Genestealers is that they are infiltration units.  That means after both sides deployed, you have the luxury to start 18" away from him in a very uncomfortable position.  This can draw a lot of fire away from your primary army and cause a lot of problems for heavy weapon teams.  The right way to play Tyranids is to provide your opponent with so many threats that he can't possibly deal with them all.  Genestealers are one of those units that gives me those options.  Sure, they lose their frag grenades in this edition, but they are still deadly enough to pressure and threaten any unit in the game.

You guys probably look at this list and wonder why I didn't take another unit of Hive Guard.  Honestly, I don't really care for them.  Zoanthropes are amazing pressure vs. MEQ and depending on your metagame, they can destroy things left and right with their psychic attacks.  If you're playing a Space Wolf/Eldar heavy environment, they're not going to do much, but they're not necessarily out of the game.  As you can see, the only thing I have that can reliably punch through AV14 is my Trygons and my Swarmlord.  S6 and 2d6 to armor pen is enough to punch through the thick armor of a Land Raider on slightly above average rolls.  Hive Guard is good for taking out light transports and skimmers because Impaler Cannons makes any light transport worry.  LoS simply doesn't apply to them and often times then not, they're not getting cover from the shots they take.

What I did take in the place of that 3rd Hive Guard unit is the Deathleaper.  Now I don't know about you guys, but this guy's hysterical.  You can't see/shoot at him if he's chilling in cover.  Not only do you halve the results of your night shooting roll vs. him (max roll is 12" range), but he makes all infantry units within 12" of him roll one less dice when moving through difficult terrain.  Your opponent is never going to get near him unless you play it wrong.  Once you have combat going with enemies locked in close combat, the Deathleaper keeps anyone trying to help them out of combat.  Not saying that DL is weak in combat, WS9, S6, I7 and 5+ rending makes a lot of units cry.  The D3 leadership nerf on enemy characters is also great at nerfing down psychic hoods and watching beefy characters run off the map never gets tiring.  Probably one of the best things about the Deathleaper is also his ability to contest points at the last minute.  Unless, of course, your opponent plays it right and spreads his unit on top of a point so the leaper has to deploy 1" away.  Oh, and before I forget, once this dude gets on the board, the Swarmlord is calling in reserves at +2 next turn.  Pheromone Trail also allows units DS'ing in like Trygons come in without scatter 6" away from him so they act as mini-homing beacons.

Lastly, I want to talk about the Swarmlord.  He is the centerpiece to my army and I take him because of the following reasons:

  • I love the idea of him and the model that's represented.  I mean, look at him.  He has 4 freaking Bone Sabres and looks absolutely bad ass.  Besides, he's the only one that's ever slapped Marneus like a small child.
  • His Bone Sabres absolutely destroy enemy ICs.  They inflict instant death regardless of toughness and any successful invulnerable saves have to be re-rolled.  All ICs should just cower in fear.
  • WS9 and Blade Parry laughs at most units trying to hit him.  Marines hit him on 5s and 4+ invulnerable keeps the fists that do get through at bay.
  • 18" Synapse range is very important for tarpitting units and having your Genestealers come in to finish the job.
  • Swarm Leader gives me 18" of Preferred Enemy, Furious Charge or Acute Senses.  This is free, can't be stopped and just happens every turn.  The 2x psychic abilities a turn comes in handy as well.
  • Last, but certainly not least, is Alien Cunning.  +1 to reserve rolls is boss and the ability to re-roll outflank is great with Genestealers.  I love this ability and you should love it too.

Back to having fun with Tyranids!  I love my Swarmlord.

Saturday, January 22, 2011

Uncharted Seas


Big surprise here huh.
Yeah.. so I ordered my Firestorm Armada stuff and it got all messed up by the distributer.  Not only is half the stuff I ordered out of stock, but the other half didn't ship.  The only thing that they shipped was a Battleship, and I can't really play a game of Firestorm with just a BB right?

No worries, I did a lot of research on Uncharted Seas after I placed my FA order and I'm quite pleased with what I saw.  With my FA order being canceled, I decided to pick up a Thaniras Elves fleet instead.  According to most of the players I've spoken to on the forums during my quest for knowledge, it appears that US has more going for it tactically.  Now don't get me wrong, both are really awesome games and I'm definitely going to get both, but I'll start with US first.  Here's what I find interesting about Uncharted Seas:

  • Line of sight matters.  This means that blocking line of sight also matters and adds a layer of strategic depth.
  • Faction specific cards plays to each races' specialties and playstyles.
  • There's actually collision in this game; ramming, boarding and trapping your opponents' ships in are all valid strategies.
  • There's subs under the water and dragons in the air; all with their own mechanics.  And I thought FA was 3-Dimensional.
  • Lastly, some ships have special rules that adds a little uniqueness on top of each ship's well designed stat lines.  Sharpshooters, for example, can pick off enemy crew.

Thursday, January 20, 2011

FA Fleet Analysis


This post will highlight and analyze the pros and cons of each faction of Firestorm Armada.  There's currently 6 factions for FA and all of them play very differently.  I'll use some bullet points for each of these factions and talk about their strengths and weaknesses.  For anyone thinking about getting into FA, this article is for you!

Aquan Prime
  • Their fighting style is like a pack of piranha.  Everything moves fast and like group up together to take advantage of their high PD.
  • Aquans have weapons on all arcs and torpedoes that shoot in all directions.  This means they can charge into the heart of the enemy fleet and explode in all directions.
  • Most of Aquan Prime's heavier ships are equipped with powerful mines.  This adds another layer of tactics for them as mines can do solid damage and provide area denial.
  • AP ships generally have above average DR.  This allows him to take more small arms fire and allow them to drop mines comfortably.
  • The damage output for each ship is really low compared to the other fleets.  AP really need to utilize their mines and stay together to get any real damage done.
  • Aquans are also really vulnerable to anything that reduces crew.  Boarding assaults, decompression or ship fires are deadly for them.


Sorylian Collective
  • SC ships are really fast.. except for the Battleship which is fine.  Their BBs like to stay behind with their Gunship so it can add AD and pour out ridiculous damage from extreme range.
  • The Sorylians have the best cruiser in the game.  The Skyhammer have excellent stats all around and can pack tons of damage for a good price.  Not only is it fast (10" move), but it has great CP and AP stats.  It is the deadliest ship at RB2 and they can take 4 of them in a squadron.
  • Since Sorylians have huge squadrons, they can launch really powerful boarding attacks because most of their ships have excellent AP stats.  The larger squadrons also makes Sorylian frigates surprisingly scary.
  • The Sorylian Fleet prefers to fight on their broadsides.  Most of their ships pour out their strongest damage from the starboard and port sides of the ship.
  • Sorylians typically have below average PD on all their ships.
  • Most of the Sorylian ships are pretty fragile compared to those of other fleets.  This gives them a very aggressive playstyle with a slightly weaker defense.


Terran Alliance
  • The Terrans focus heavily on their defensive shields:  Even their lightest ships are protected by shields and with good rolls, you can save a lot of damage.
  • Terrans are a very balanced race.  They can do a lot of damage when they want from their linking turrets, or roll a ton of great shield saves to reduce crits to normal hull damage.
  • The Terran BB is one of the most solid ships in the game.  With 3 Shields, 7 PD and a turret that can be linked for 16 PD in the front or sides of the ship, the BB is a beast.
  • The Aegis R&D Cruiser can extend a invisible wall of shields in front of your fleet so enemy shots have to go through that before they can hit your ships.
  • Another great thing about the Terran is their torpedo fire at every arc.  Not only can they constantly pour out torps, but the further they are the more damage they do.

Dindrenzi Federation
  • No one in the game puts out as much frontal damage as the Dindrenzi ships.  Their railgun technology is unmatched from the front and can hit from extreme ranges.
  • The Dindrenzi also has some of the sturdiest ships in the game; high CR on most of their ships means they'll be ticking for 1 damage most of the time.  Combine this with their above average HP and you've got yourself a winner.
  • Dindrenzi hit hard but needs a smart admiral that can take advantage of his ships frontal weapons without getting outflanked.  With most of the fleet having pitiful or no aft weapons, the admiral must position his fleet in a way to optimize his frontal dominance and weaker rear side.
  • Even though most of the DF ships have fixed frontal weapons, the Gladius Gunship has the strongest broadside in the game for a medium ship (10 AD at RB2).  It also has excellent frontal primaries and torpedoes making it one of the deadliest ships in Firestorm.

The Directorate
  • Solid firepower all around from their ships.  The Judgement BB is very beastly with 17 AD fixed fore and powerful broadsides.
  • The Directorate takes advantage of cloaking on some of their ships.  This gives their ships flexibility in whether they want to focus on being offense or defensive.
  • The Tormentor R&D Cruiser can pull off some tricky on enemy vessels and force a roll on the critical damage chart.  No hull point damage, but a lot of bad things can happen if they get in range.
  • Directorate cruisers are very flexible for their point cost.  Solid damage on fore and side arcs as well as torpedoes makes this ship quite capable in its own right.
  • The cheaper price on escorts and frigates allows you to take more squadrons of other ships.
  • A hard army to play, but has some of the best looking ship designs.
  • This fleet is always reinforcements in forms of gunships and destroyers; supposedly being more powerful than its current ships.

The Relthoza
  • The Relthoza has access to cloaking shields on almost all their ships.  This allows for some very powerful tactics as you decide whether to focus on offense or defense.
  • The Brood Class BB has some of the strongest broadsides in the game.  Not only can it carry its own wings and have mines equipped, but its frontal torpedoes are no joke.
  • The Hive Class Carrier is arguably the strongest carrier in the game.  Solid speed, movement and defense on top of its FW8 and 10PD RB2 broadsides, this carrier can put out amazing results for its points.
  • If you think cloaking shields are tricky, the Bane R&D Cruiser can shunt (warp speed) on the map and continue fighting.  Normally shunting takes you off the board immediately, but this cruiser uses it to maneuver into advantageous positions to bring down the pain.
  • Most of the ships are slightly slower than those of other fleets and there's a obvious lack of aft weaponry, but the Relthoza makes up for it with their defensive shields.

My next 2K DE list


I know it's been a while guys and I apologize for my tardiness.  There's a lot of game systems that I play now and all of them need my attention!  Check out this army list that I came up with today.

1992
22 kp

HQ:
Asdrubael Vect = 240

TROOP:
9x Wyches (Raider NS, Hekatrix/Agnoizer/BP) = 205
5x Warrior (Raider NS, Blaster) = 130
5x Warrior (Raider NS, Blaster) = 130
5x Warrior (Raider NS, Blaster) = 130
5x Warrior (Raider NS, Blaster) = 130
5x Warrior (Raider NS, Blaster) = 130

ELITE:
4x Trueborn (Venom NS/SC, 4x Blaster) = 183
4x Trueborn (Venom NS/SC, 4x Blaster) = 183
3x Trueborn (Venom NS/SC, 3x Blaster) = 156

HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125

15 Opening volley lances with 48" threat
16 Blasters with 24" threat range, 1 Blast Pistol
32 Total Lance weapons
36 Splinter Cannon shots

I'm proud to say that I've tried many of the things that I said I would.. all except the Voidraven Bomber.  I am also proud to confirm that the king of the special slot is the 3-4x Trueborn w/ Blasters in Venom w/ NS + extra Splinter Cannon.  That unit is so solid it's not even funny.  It has excellent anti-tank, threat range, low-profile, has NS/FF, and can put out an excellent amount of poisoned shots from 48" threat.

Wracks are good, but they lack the firepower that I desire in my Dark Eldar.  My Kabal is all about wrecking face and doing good damage and I don't find Wracks filling that role.  The T4 and FNP is amazing and I will miss that, but something about them just isn't me.  Besides, I built a bunch of Warriors and I think the extra Blaster shot is nice.

What do you guys think about the list?  It's very MSU and boasts a lot of vehicles.  The small warrior size gives me a very small presence on the board and most armies don't feel wasting an entire squads worth of shooting on 5 dudes.  That means they can run around and score or shoot off their blaster.  The entire army is extremely fast and puts out a lot of firepower on the opening turn.  Once the vehicles push up 12" and take their opening shots (which is 36 Poisoned shots and 15 Dark Lances), the next round is followed up by 2x as many S8 AP2 Lance weapons.

Another alteration in the list would be dropping the 4x Trueborn to 3x w/ Blasters and dropping a Ravager for a Voidraven Bomber.  This will give me S9 Lance presence and some missiles to shoot at horde armies.  Thoughts?

Monday, January 17, 2011

A grumble about 5th Ed. 40K


After playing Privateer Press' Warmachine and Spartan Games' Firestorm Armada, I can't help but look at GW games and question the game system.  As most of you dudes know, I'm a hobby veteran.  I've been playing 40K and WHFB for about 10 years now.  I've seen the progression of editions like the changing of seasons and that's never going to change.  Unlike newer gamers who's only played the newest edition, I have something to compare to and to relate to.  Maybe I'm getting worn out by GW games and that's why other game designs are peaking my interest, or maybe because they just have a better system.

I'll tell you one thing though:  I'm a little put off by 40K 5th Edition.  I'm put off to a point where I'm starting to think of houserule ideas to bring the feel of realism back to 40K.  As a competitive player, I never do that.  I used to view houseruling as a sub-standard version of the game.  When someone asks you for advice or asks you what kind of strategies you employ, you answer them with what you would do "normally".  Normally refers to what everyone else is playing, not some private version that you made up.

My biggest gripe with 40K 5th Edition is when the rules of the book breaks my "immersion".  A huge part of successful game design is making you feel like you're in the game.  Whenever I'm playing Blizzard games, I feel actively engaged and immersed in the universe I'm playing in.  For computer games, this is the smooth gameplay, the graphics, the sound and the environment.  Visually, the game must make sense.  This is where 5th Ed. breaks apart for me a little bit.  Check out these examples:

  • Say you have a unit of Marines standing by a line of sandbags.  The enemy flier shoots at you and you don't get any cover saves against it.  Why?  Because he's elevated and from his LoS, your model is not covered.  On the ground level, you're covered, by according to RAW, you're taking no cover saves against his shots because that's what he sees.  You would think the a bunch of dudes standing in "cover" should get cover from such a thing.
  • Say you have a Raider behind a building and your opponent can see half a inch of your ship's hull.  Even though he sees a sliver of your vehicle, he's still seeing it and the best cover save you're going to get is a 4+.  Huh?  I would think a 2+ cover save is appropriate because the pilot has to be a god in order to pull a shot off like that.  Unfortunately, a 4+ cover is the best you're going to get.
  • Let's talk about the cover system as a whole.  4+ cover everywhere on everything is too damn rich.  All you need is 50% of your unit in cover and you're taking HALF the damage.  A few games ago, I played against a player that had 11/20 Hormagaunts in and around terrain and his entire unit is claiming a cover save.  Sure, the rules say you can do that, but it absolutely KILLS my immersion.  How does that make any sense my mind tells me?  It doesn't.  It shouldn't.
  • Furthermore on the issue of cover, 4+ cover on everything is just plain stupid.  The average cover save should be 5+ or 6+  and it should make sense above all else.  If you have 10 Marines huddling behind a sandbag line, they should receive cover.  If you have 5 Marines in front of the sandbags and 5 Marines behind, then the 5 in front shouldn't get a cover save.  If you have 11/20 gaunts spread in a 2" max coherency, then you bet your ass you shouldn't get a cover save.  With the introduction to TLoS in 40K, the cover system has to be intelligent enough that makes sense to the human eye.
  • Assaulting and killing things in CC in this edition is suicidal.  If you assault and kill something, I believe you should be rewarded.  The thrill of a narrow victory, the bloodthirsty joy of slaughter, the hard-fought battle against impossible odds - you know, that kind of thing.  Let me tell you how it goes in 5th Ed:  You get into combat, you pray that you stay in combat because the second you get out in the open, you're screwed.  Who cares if you just mowed through 10 Guardsman?  You're left standing in the middle of 500 more with guns in your face.  In 4th Ed, you could go from combat to combat as long as you win.  This is to symbolize the bloodthirsty thrill of hand to hand combat.  In this edition, if you leave combat and there's no crater, wreck or terrain to massacre into your undeserved cover, you're dead.  Simple as that.  And why the hell isn't there a rally after you kill a vehicle?  You kill a freaking vehicle and you're stuck there like a bunch of idiots ready to get templated to death next turn.
  • Why is it that glancing hits on the Vehicle Damage Chart can't kill vehicles anymore?  If the VDC wasn't as lenient and the cover system wasn't such ass, then maybe, JUST MAYBE we won't see vehicle spam in every single list.
  • And lastly, when I shoot a Eldar Skimmer out of the sky when it turbo-boosted across the map, I want everything inside to die.  There's no way that a lightly armored skimmer crashing in the ground while moving supersonic is going to magically pause and let its occupants out first.  You should have to pay for such a outrageous luxury.

Yeah, I don't know guys.  Maybe I'm getting old or losing my grip as a powergamer, but when the game doesn't look right to me, I'm not into it.

How to read FA ship stats


There's 6 distinct factions for Firestorm Armada and each one has its own unique playstyle.  Unlike GW-style games, there's no special rules that makes each and every unit play differently.  Stuff like Lance weapons, Melta weapons or Holofields doesn't exist in FA.  What's unique about the game system is that each ship's stats (including weapons) is what separates it from other another of its class.

This is probably best done through example:


Check out these two Cruisers.  One is from the Sorylian Collective and the other is from Aquan Prime.  Before we talk about each individual stat, let's look at what each stat stands for.

  • DR - Damage Rating - How much damage a ship can take before it suffers hull damage.
  • CR - Critical Rating - How much damage a ship can take before it suffers critical damage.
  • MV - Movement - How fast a ship moves in inches.
  • HP - Hull Points - How many "health points" a ship has before it's destroyed.
  • CP - Crew Points - How many crew you have to pilot the ship.  If this reaches zero, your ship is derelict.
  • AP - Assault Points - How many marines you have to defend your ship or attack other ships.
  • PD - Point Defense - How many anti-aircraft/anti-torpedo guns you have.  These are your counter-measures.
  • SH - Shields - If your ship has any shields, these are how many saves you get to make.
  • MN - Mines - How strong the mines are on your ship.
  • FW - Flight Wings - How many planes your ship can hold.
  • Fleet Tactics Bonus - How much you get to add to your 2d6 roll at the start of each turn to signify who goes first.
  • Command Distance - This is your unit coherency.  If one of the ships in the squad moves outside this range, it will lose the ability to link fire, assist in PD or benefit from squad-based cards..etc.
  • **Both are Medium-sized Capital-class ships** - Medium ships means that you can be hit on 4+ whereas a smaller ship can only be hit on 5+.  Capital-class ship means that certain cards or abilities work on you, but it's not really utilized right now.
  • Cost - How much each ships cost.
  • Restrictions - Each faction is different; this shows how many you can have per squad and what its special conditions are when building a list.

Now let's look at the weapons before we start putting things together:

  • Range Band 1-4 - RB1 is the weapon's power from 0-8" in range, RB2 is 8-16", RB3 is 16-24" and RB4 is 24-32".  This is the effective range of your weapons.
  • Starboard - The weapons on the right side of your ship.  The Sorylian Cruiser has a 8 at RB2, which means at 8-16", you roll 8 dice to hit against enemy ships.  All arcs have 90 degree coverage.
  • Port - The left side of your ship
  • Fore - The front of your ship.
  • Aft - The back of your ship.
  • Fixed - You can only shoot with this weapon if the base of your ship covers your target's stand directly in front of you (if it's the Fore).  This applies to all other directions as well.  It's basically a 1.5" width straight line so your ship has to be lined up to its target basically.
  • Torpedoes - How strong the torpedoes are on your ship.  Torpedoes at 4 means you get 4 dice to attack with at whatever RB range it's listed under.  If it says Forward, that means Torpedoes can only be fired from your Forward arc.  If it says Any Arc.. then well, it's from any arc.

From this, you can compare how each and every ship compares to each other:

  • Both the AP and SC Cruiser move at the same speed, so they're both pretty speedy at MV10".
  • The Aquan Cruiser is more durable than the Sorylian Cruiser from average damage dice, but the Soyrlian Cruiser is harder to crit.
  • In terms of crew and assault capabilities; the AP Cruiser has less crew and less marines compared to the Sorylians.  If the ship catches on fire or gets decompressed, the Aquan Cruiser has a higher chance in going derelict because of the smaller crew.  In addition, the ship is also significantly weaker when launching assaults or receiving assaults.  Ship to ship assault is where Sorylians excel at.
  • When it comes to PD, both ships are the same.  The big difference in the last 4 stats is that the Aquan Cruiser comes with a MN rating of 4 and the Sorylian Cruiser doesn't come with any.  This means that the Aquan Cruisers can literally fly by a group of ships and drop down mines that can explode and do damage.  This is another layer of tactics that the Sorylian Cruisers don't have access to.
  • Where do the Sorylian Cruiser shine?  Look at its damage output compared to the Aquans.  The Sorylian Cruiser is hitting with 8 dice at RB2 compared to the Aquan's 4 from its Starboard and Port broadsides.  The big difference here is that the Aquan Cruiser can shoot in all directions with all its weapons with zero limitations to arcs or fixed directions.  This is to symbolize the faction's ability to wage war in 3-D space with guns and torpedoes blazing from all sides.
  • Not only can Aquan Torpedoes shoot from all directions as opposed to the Sorylian's forward, but they're equally powerful at RB1 vs. RB2.  This means the ship is designed to run towards the enemy, fly into the midst of the enemy fleet while dropping mines and shooting in all directions.  That is how it's best used rather than the flying beatstick that is the Sorylian Cruiser.

Now that you guys can read ship stats, go ahead (scroll down to the faction FIGs) and look into the other factions and check out their ships.  You don't need to buy an army book, everything is available online because Spartan Games is cool like that.  That's what I did when it came to choosing a faction.  Not only is their stuff online for easy to read/easy to print availability, but active support means that they can be changed at any time depending on the metagame.  No more "sucks to be you" things like the CSM Chaos Spawn hanging around until the next codex.

Oh, and this place rocks for army stats and organized resources.  It's called Fathoms Reach.  That's where I go for all my ship stats and research.

Friday, January 14, 2011

Dark Eldar FAQ and more!


Let's look at some Dark Eldar ones first!  Then we'll move onto some Space Marine stuff.  Here are the ones that caught my eye:
Feel free to tag along with the FAQs.

Page 55 – Asdrubael Vect, Obsidian Orbs
Change “Each wound caused[...]” to “Each unsaved
wound caused[...]”

Slight nerf, but nothing too huge since it's AP3 and BS8.

Page 62 – Webway Portal
In the third sentence, change “in base contact with the
bearer when he activates the portal.” to “in base contact
with the bearer, and not within 2" of an enemy model or
another webway portal, when he activates the portal.”

Which means you can't stack WWPs and form barriers or LoS blockers anymore.  Not like that was a brilliant strategy to begin with, but now it's definitely not possible.

Page 48 – Baron Sathonyx, Bones of the Seer
Change “chooses deployment zone” to “goes first”.

I always assumed this was it.. but this made it more clear, thank you.

Q: What does Drazharʼs Ancient Incubus warsuit do? (p52)
A: It gives Drazhar his armour save.

Probably the dumbest question someone can possibly ask.  What the hell do you think the warsuit gives?  Flowers?  Wow.


Q: Can the Dais of Destruction take any of the vehicle
upgrades available to Raiders? (p82)
A: No.

This is a slight disappointment because it makes the Dais even more out of my price range.  Sure, AV13 is great because it makes you immune to S6 and gives you a ton more resilience to Riflemen Dreads or Hydras, but this is still a let down.  If I had NS and SS on it, I might have taken it in more games.

Q: Can a void mine be used regardless of the speed the
Voidraven Bomber is moving at in its Movement phase?
(p47)
A: Yes.

You can now boost 36" and drop the mine.  It says so right here.

Q: A void mine is used in the Movement phase. How does
this effect what weapons can be fired by the Voidraven
Bomber in the Shooting phase? (p47)
A: The void mine does not count towards the number of
weapons a Voidraven Bomber can fire that turn.

You can now move 12", drop the mine and then shoot your other weapons.  Yep.

Q. When a unit with the And They Shall Know no Fear
special rule regroups do they get to immediately move up
to 3" as well as moving as normal that turn? (p51)
A. Yes.

This is probably one of the biggest changes and it applies to all Space Marine books.  It is now dead clear that marines with ATSKNF can regroup 3" immediately as well as moving their standard 6".  This gives them 9" of undisturbed movement as long as all other conditions have been filled.

Q: At what point does a model need to be in range of a
Blood Chalice or The Red Grail in order to gain the
bonuses of Furious Charge? (p48, 49, 52)
A: When you put the bonuses to use, i.e. when the model
makes its close combat attacks.

This is probably one of the biggest wtf changes I've seen in a long time.  Do you honestly expect me to measure 6" to each and every model that launched an assault so I can see if I get FC?  How much measure-lawyering do you think this change is going to cause?  Does this effect FNP as well since they're both USRs and have the same mechanics, or is this only FC?  Should I charge my Priest in first so everything else can get their bonuses thus exposing him to possible death?  My mind boggles at this one.  I honestly thought it was fine before and didn't need any "clarification".  Makes me also question things like Storm Caller and Shield of Sanguinius.  Maybe it's just me being confused, but this faq is just poorly worded.

Q. Is a model that has suffered an unsaved wound, but
hasnʼt been killed, from Arjac throwing his Foehammer
reduced to initiative 1 until the end of the next player turn?
(p51)
A. Yes.

Eat it Trygon.  BS5 S10 AP1 hammer now makes your I1 until next player turn.

+++From the Dark Angels FAQ+++
Page 28 – Storm shield
Change to “A storm shield is a solid shield that has an
energy field generator built into it. The energy field is
capable of deflecting almost any attack, even blows from
lascannons and power weapons.
A model with a storm shield has a 3+ invulnerable save. A
model equipped with a storm shield can never claim the
+1 Attack bonus for being armed with two close combat
weapons in an assault.

This applies to all Black Templar and Dark Angels codex. There's several more like this too! Simply put, everything that's in the SM codex is now in the BT and DA codex. They are now real Space Marines.

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