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Thursday, April 22, 2010

The thirst consumes...

Sorry, it's been awhile, real life and family called and I was having some blog blues, like some others I've scene around lately. It made me sort of question whether or not I wanted to keep blogging. Sorry but I had to put word verification back. I don't need watches or Viagra or discount watches from Taiwan but for some reason I get alot of comments about it. I guess I'd rather have no comments than ultra spam. Then I got in a 40k funk and wondered if I wanted to keep playing. Then I bought all of Hive fleet nex and my entire tau hunter cadre name as of yet undecided, (thanks taxes.) at this point I also got the new BA codex. Am I glad well heck yes I am. This codex is exactly what I want in terms of space marines. Its assaulty which is what I want, I can have a plethora of dreads which is what I want. And it has a flyer which is what I want. So as of now I'm running my marines as blood angels. Since the DA aren't even on the rumor threads I think they will be back burned unless I wanna run my Deathwing. So as it stands now I'll have my assaulty BA, my assaulty Nids and my Shooty Tau, all three armies are exactly what I want them to be and it's making me happy to play again. Now if we could just find some opponents.
Anyway I have built several BA lists and settled on 4 that I really want to try. I'm gonna post the one I'm most excited well most excited until the storm raven model releases and then I'm running a 3 raven build. But here's my new what will be known as the Metal Militia...

Librarian, (still debating powers but probably lance/cover save.
6x 5 man assault squads no packs 5 with melta guns. (gotta love the point reductions for dedicated transports.)
Land raider crusader/Land raider redeemer/reg. Land raider. 3x Razorbacks with assault cannons.
2x Furioso with blood claws.
2x Baal Predators with heavy bolters.
--2000 pts--


The idea is to run the LR's up front covering the razors then open a hole and let the razors through. Use the av 14 wall and try to move up and make cover especially with the libby., inside one popping a cover save. the Baals flank each side with the furiosos behind them. This should cover flankers moving in and allows for the army that wants to skirt to get hit on either side by mass shots or dreads of doom. Plus the dreads can come over and assist the assault squads if need be. I know it's not a perfect list but it gives me 30 troops a good HQ and some nice options with armor and some decent anti armor/troops shots with some good counter assault measures. I am thinking of running it sort of like the 3 monolith list. Wish LR's had the living metal rule. And lastly as I don't want to repaint I have developed my back story and fluff and I shall leave you with LONG LIVE THE SANGUINUS KERMITUS!

As always thanks for reading and C/C always appreciated

Tuesday, March 9, 2010

The list and the Scheme.

So I was going through my Tau list and found a major mistake in a points total. So, I redid my list and I think Ive reached my final draft. Well final with 3 small options. I have also picked 2 options for color schemes. I thought volcanic would be cool but then I got to playing on the net and bam it hit me and I thought one of these two designs could be the one. You'll have to see below for the design pics. Anyway here's the new list.

HQ-Shasel- plasma rifle, missile pod, target array, hard wire drone controller, HW multi tracker, HW black sun filter, 2 shield drones. 130
HQ-Shasel- plas. rifle, cyclic ion, tar. array., HWDC, HWMT, HWBSF, 2 shield drones. 133

Troops-3x6man squads in Devilfish with Multitracker, Dis. pod, flachette, 495

Elites-3 XV8's- Twin link missile, flamer, team lead, HWDC, 2 shield drones. 176
Elites-3 XV8's- Plas. rifle, miss. pod, tar. array, team lead, HWDC, HWMT, HWBSF, 2 shield drones. 244

Fast-3 Piranahs- fusion, tar. array, flachette. 240

Heavy-3 Broadsides- Adv. Stab. System, team lead, HWDC, HWBSF, HWMT, Target lock, 2 shield drones. 288
Heavy-Hammerhead- Railgun, burst cannons, flachette, dis. pod, HWBSF, HWMT. 180

options to hit 2k...
1-Single bodyguard for a shasel w/fusion,burst cannon/tar. array/HWBSF/HWDC/2 gun drones. and 2 extra firewarriors. TOTAL ARMY 1999

2-Another elite spot with a shasel attached to them, 2 XV8's w/Twin burst/tar. array/HWDC/2 gundrones. TOTAL ARMY 2000. Is it legal to have two sets of drones in a squad because of the attached?

3-9 footsloggin firewarriors w/team leader, markerlight and BSF. TOTAL ARMY 1999. They are just gonna hide somewhere and mark stuff and take 30" shots till they die. Or they may stick with the broadsides and block flanking assaulters.

there was an option 4 a bunch of kroot warriors but I just don't like the Kroot. So I shot that option down. Im thinking option 2 or 3 most likely, but I'm going to get the models to cover any of the 3. Then maybe get some other things like stealth's etc. later. I'm in a Tau fever.

And lastly here's my 2 options for the new scheme, the army will be painted in the colors of the 1st pic. of the group option with just the second shasel painted like the 2nd pic. See if you can guess what the scheme ideas came from. I'm really psyched about doing them up like this and option 1 will most likely be my choice just because it's more robotic, hint hint, but the 2nd option has my favorite villain ever in it, hint hint. Here they go.

Group 1 option



group 2 option



There we go, as always any comments are greatly appreciated, except the damn ad. spammers I will probably be putting word verification back on the blog soon. But until them I appreciate any comments, critiques or well anything really. Thanks for reading, more later.
-Matt

Monday, March 8, 2010

A new army...



Nope this isn't part 6, and no it's not a new tyranid list. Yes I'm still playing my marines and my Nids but I've seen a lot of Tau stuff on the threads lately. With that in mind I go back 5 years and remember when I first read Fire warrior. I loved that book and fell in love with the Tau. I always wanted to build an army but I tend to play more of an assault game than a shoot game. But with all the recent Tau talk (mostly Old Shatter Hands site, I'm gonna blame you when I tell the wife I'm building another army.) I have decided it's time to put this one together. Side notes before the list starts, Hive Fleet "NEX" won the name it poll and well that's what I wanted to use anyway so they are in the works. Expect more on them to come. I'm gonna get the new Ven dread and battle missions at some point. Still waiting on the exacts of the new BA before I jump on that boat, maybe I'll just wait for the new DA whenever that happens. Part 6 of the BRB review is still being worked up, Vehicles is so loooong. And I have built a 8 part progressive campaign for me and JC and Lach to play over the next few months. More to come on that. Anyway to the point of this post here is my Tau list. I have it pretty secure through 1750 its the last push to 2k that's getting me. So I have some options and I'm looking for a little help finalizing that option.
Here goes.

HQ-Shasel-Plas. rifle, missile pod, target array, Hard wire multi tracker, hard wire drone controler, hard wire black sun filter, 2 shield drones.
HQ-Shasel-plas. rifle, cyclic Ion blaster, tar. array, head wire multi tracker, hard wire drone controller, hard wire black sun filter, 2 shield drones.

Elite- 3x XV8's-Twin link missile pods, flamer, team leader, Hard wire drone controller, 2 shield drones.
Elite- 3x XB8's plasma rifle, missile pod, target array, team leader, HWdrone controller, HW multitracker, HWblack sun filter, 2 shield drones

Troops- 3x 6man fire warrior squads in Devilfish with Multitracker, Disruption pod, flachete.

Fast- 2x Piranha-fusion blaster, target array, flachete, black sun filter

Hvy- 2x Broadsides-Team leader, Advanced stab. syster, HWdone controller, HWblack sun filter, 2 shield drones.

Hvy- Hammerhead-Railgun, flachete, Dis. pod, HWblack sun filter, Multi tracker, burst cannon.

Total is 1642 points. Question do you have to buy drone controllers for Suits or do you get two with a suit? I am assuming you have to have the controller but I see lists where people have drones but aren't listing the controller.

here's my options for pushing to 2000.
1-Add another identical broadside to make 3 another hammerhead for 2 and another piranha for a sq. of 3. Plus 1 extra floating firewarrior or target lock for the broadsides. Total 1997
2-add another piranha, another 6 man filled devil fish, 1 floating fire warrior and target lock for the broadsides. Total 1992
3-add Piranah, another broadside, A bodyguard for the lead shasel, stim kit for wach of the shasels and 1 floating fire warrior and target lock for broadsides. total 1999
4- Add another piranha, another broadside, and 3x XV8's-missile pod, plasma rifle, target array, team leader, HWdc, HWmt, HWbsf, 2 drones, plus 1 floating fire warrior and target lock to the braodsides. Total 1998.

or scrap that and get some stealth suits which I think are cool but no one talks about, pathfinders again no one talks about, sniper drones are cool but my heavy spots are filled, should I even get stealth suits? Option 1 and 2 seem the most viable but I like 4 too. Also I'm taking it per the book that if the team leader has the device IE multi tracker that enables the whole squad to multi target different things. Is this correct or does each suit need a tracker? Which I can't do cause only the leader can take the extra stuff.

As always thanks again for reading. Any help with this is greatly appreciated, comments, critiques, etc. And lastly the color scheme for the nids is black just like the aliens form the movie Aliens, black with silverish (probably mithril) claws and teeth then dipped for shine with dark blue highlights. The Tau I'm debating a Lava scheme or Snow, I see a lot of snow so I'm leaning more towards Lava but that's a whole new direction and jump in skill level for me, they may have to be commissioned off.
That's it for now more later.
-Matt

Wednesday, March 3, 2010

PART 5.....43-55



Well here is the 5th installment, and it may be the last one. We've made it up to vehicles after this installment and its just a huge amount of work, that would almost involve just rewriting the BRB onto the blog. I'm still looking at it and seeing what I can do. I may just go over it really briefly and throw a few of the really high points out. Who knows. Either way I'm done with my actual notes, so my actual work is done. I think I've gained a much better grasp of the rules thanks to this little project. Anyway, without further ado here is part 5.

pg43- Morale- Insane Heroism- A roll of double 1's (snake eyes) on 2D6 indicates the unit has automatically passed its morale check regardless of modifiers.

pg44- Taking Morale Checks- Here's 3 reasons you have to take morale checks. 1)A unit loses 25% or more of its models during any phase other than assault. 2)Tank Shock. 3)Losing an Assault. If you lose an assault (close combat) you take a morale check and you also suffer a minus (-) 1 to your leadership for each wound your side has lost the combat by.

pg44- No Retreat- Fearless units or units with special rules may not have to take morale checks. If t a unit never falls back then their unit suffers a number of wounds equal to the number their side has lost the combat by. All types of saves other than cover can be taken against these wounds.

pg45- Fall Back- 2d6 is the normal fall back distance for units. Fall Back is slowed by difficult terrain, it is affected by dangerous terrain. If any unit in a falling back unit comes into contact with a table edge the unit is removed from the table.

pg45- Trapped- If a unit cannot perform a Fall Back move in any direction without doubling back, it is destroyed.

pg46- Regrouping- Units may not take there regroup test if, 1)The unit is below half strength. 2)There are enemies within 6". 3)The unit is not in coherency.

pg47- Characters As Leaders- Units use the highest leadership value within the unit for their leadership tests. Remember this if you throw a leader model or Independent character(IC) into a low leadership unit.

pg47- Moving Independent Characters- All IC have the move through cover and skilled rider special rules.

pg48-49- These two pages are full of rules and fun things that involve IC's, Areas of note Shooting and being Shot at on page 49 as well as IC's in a unit assaulting a unit.

pg50- Perils of The Warp- If the result of a psychic test is a double 1 or a double 6a peril of the warp occurs. The psycher suffers 1 wound with no cover or armour save allowed, inv. saves can be taken. On a roll of double 1 the psychic attack still occurs but you still suffer the wound.

pg51- Monstrous Creatures- Movement- All MC's have the move through cover special rule. All MC's have the relentless special rule in regards to shooting. They may also fire two weapons a shooting phase. In assault all wounds caused by a MC are ignore armour saves like power weapons. You also roll an additional D6 for armour penetration against vehicles in C/C.

pg52- Jump Infantry- Movement- Jump Infantry can use their JUMP ability to move up to 12" in the movement phase. They may also just move normally up to 6". Jump Infantry that moves into or out of difficult, dangerous, or impassable terrain treat it as dangerous terrain and must take the test. Jump Infantry can land on top of impassable terrain if the area can physically hold all the models in the unit. All jump infantry models have the deep strike special rule. All jump infantry fall back 3D6.

pg53- Bikes- All bike riders benefit from a plus (+) 1 to their Toughness for being mounted on a bike. Bikes can move up to 12" in the movement phase and are not slowed by difficult terrain. They treat difficult terrain as dangerous terrain and must test for each member moving into through or out of the terrain. Bikes also have the Turbo Boost special rule. Bikes fall back 3D6.

pg54- Beasts and Cavalry- All beast and cavalry models have the fleet special rule and may move up to 12" in their assault move. If assaulting through cover they double the highest result of their highest scoring dice for distance moved.

pg 55- Artillery- Artillery Gun models have an armour value of 10. Any glances or penetrating hits will destroy the gun outright. If all the crewmen for a artillery piece are killed the gun is immediately removed. Any crewmen within 2" of the gun may fire the gun. When shooting at an artillery model roll for each hit inflicted on the unit. On a 1-4 the weapon is hit. On a 5-6 a crew member is hit. If a Artillery unit has to fall back after losing a C/C and the enemy is free to sweeping advance the artillery unit automatically loses the initiative roll and is swept off the table. Such is the price for having the biggest guns.

That's it for 5, like I said it may or may not be the last installment. I'll cross that road here soon. Anyway as always hope this helped out someone or just sparked a light bulb. Comments, questions, critiques are always welcome, unless your gonna post as anonymous, at least throw your name out if your gonna critique someone. Thanks again for reading and even if there is no part 6 there will be more 40k coming from me in the future. I've built my first Tau list and will be in need of some fishy guidance, Ive also got a few models that I'm working on that should have pics. coming soon.
More later
-Matt

Sunday, February 28, 2010

parts 3 AND 4.......21-42

Image used without permission.

Get a snack and something to drink cause this ones a long one folks, I meant to post 3 yesterday but some family stuff came up and I couldn't get around to posting it. So here we go.

PART 3

pg 21-What Counts As Cover- Cover is BASICALLY anything that is hiding a target or protecting it from incoming shots.

pg 21-When Are Models In Cover-When any part of the target models body is obscured from the point of view of the firer, that model is in cover.

pg 21-Intervening Models- If a target is partially hidden from the firer's view by other models, it gets a 4+ cover save. Decorative elements on a models base do not provide cover saves.

pg 22-Inside Area Terrain- Models whose bases are partially inside area terrain are in cover, REGARDLESS, of the direction the shot is coming from.

pg 22-Units Partially In Cover- If half or more of the models in a target unit are in cover then the entire unit is deemed to be in cover and the entire unit receives a cover save. If less than half are in cover then the unit does not receive the cover save.

pg 23- PICTURE EXAMPLES OF SHOOTING AND COVER.

pg 24- Going To Ground- Units that have gone to ground may do nothing, but will react normally if affected by enemy actions, (ie. morale checks, falling back, etc.) Units that have gone to ground and are assaulted do not receive an advantage form being in cover.

pg 24- Models With More Than One Save- Units that can benefit from different types of cover will use the best possible cover save available.

pg25- Complex Units- Players must allocate one wound to each model in a target unit, BEFORE, they can allocate a second wound to the same model.

pg 26- Instant Death- If a model suffers an unsaved wound from an attack that has a strength value of double its toughness value or greater, it is killed outright and removed. Models with more than one wound are affected by this rule as well and are removed immediately regardless of how many wounds remain. Models who gain bonuses to their (T) from wargear do not receive the bonus in regards to insta-death weapons.

pg 26- units With Multiple Wounds- You must remove one UNWOUNDED model for each unsaved wound that causes insta-death and then proceed as normal when allocating wounds. This is done for each group of identical multiple wound models.

pg 27- Strength- When rolling to wound for shooting hits, you use the (S) value of the weapon not the (s) value of the firer.

pg 28- Rapid Fire Weapons- Models armed with a rapid fire weapon can move and fire two shots at targets up to 12" away. Models that shoot with rapid fire weapons in the shooting phase cannot assault into close combat in the ensuing assault phase.

pg 28- Assault Weapons- Models carrying assault weapons can fire in the shooting phase and still assault in the assault phase.

pg 29- Pistols- A pistol weapon counts as a close combat weapon in the assault phase.

pg 29- Template- These models do not need to roll to hit. The narrow end of the template is placed at the tip of the firing weapon and then any models fully or partially under the template are hit.
Template weapons Ignore cover. Wounds Inflicted DO NOT have to be taken from models that are under the template.

pg 30- BLAST- When firing a blast weapon models do not roll to hit, instead place the blast marker so that the center hole of the marker is over the base or hull of the target model.
Blast shots may not land exactly where placed and may scatter. Roll 2D6 and a scatter dice (dice with arrows and a bulls eye printed on it) to see where the shot lands. If an arrow is rolled shift the template in the direction indicated by the arrow. the distance is figured by taking the result of the 2D6 and subtracting the firers (BS).

pg 31- Gets Hot- For each result of a 1 on a roll to hit with a Gets Hot weapon, the firer suffers a wound. Normal saves are allowed to be taken form this damage. Gets Hot blast weapons still require you to roll even though you are not required to roll to hit with blast weapons. On a 1 you follow the Gets Hot rules and the shot misses outright.

pg 31- RENDING- Any to wound roll of a 6 by a rending weapon automatically causes a wound regardless of the (T) of the receiving model. This wound counts as AP2, and against vehicles allows for a further D3 to be rolled.

pg 31- Sniper- Sniper weapons wound on a 4+ regardless of the victims toughness (T). All sniper weapons are Rending and Pinning weapons.

pg 32- Barrage- All barrage weapons use blast markers.
All barrage weapons are Pinning.
Barrage weapons can fire at a target they cannot see, but if they do this the BS of the firer makes no difference and the shot will scatter a full 2D6.

pg 32- Melta- Melta weapons roll an extra D6 when rolling to penetrate a vehicles armour at half range or less.

pg 32- Lance- Lance weapons count all vehicle armour values higher than 12 as 12.

PART 4

pg 33- ASSAULT PHASE SUMMARY CHART- Details the course of action of an assault.

pg 33- Disallowed Assaults- Units may not assault if They are locked in C/C, The ran in the shooting phase, They have gone to ground, They shot rapid fire weapons or heavy weapons, or are falling back.
A unit that has shot can only assault the unit it shot at during the shooting phase.

pg 34- Moving Assaulting Models- All of the models in an assaulting unit make their assault move following the same rules as in the Movement phase, except now they may be moved within 1" of an enemy model. All other restrictions apply.
All models must end their assault move within coherency of another model in their own unit.
If a model cannot reach an enemy model it must try to move within 2" of its own units models that are already in base to base contact.

pg 34- Defenders React- After all assault moves have been made, the player controlling the units that have been assaulted, must move any member of these units that is not yet in base to base contact with a foe towards the enemy.

pg 35- Who Can Fight- Units with at least one or more models in base to base contact with the enemy are considered to be in C/C. Additionally models that are within 2" of at least one model in their unit that is in base contact with an enemy model are engaged in the C/C and will attack.

pg 35- Cool Picture of some Imperial Guard Catachan killing some stinking Orks.

pg 36- Who Strikes First- In C/C a models Initiative characteristic (I) determines who strikes first. Start with the highest value and work your way down. If both side have models with the same (I) value then those models will go at the same time. If a model with a low initiative is killed by a model with a higher initiative it does not get to attack and is removed as a casualty.

pg 37- Number Of Attacks- Each model in a C/C strikes with the number of Attacks (A) listed in its character profile, plus the following bonus attacks. +1 for being the engaging unit (you assaulted.) +1 models with two close combat weapons, but you only get one regardless of how many single handed weapons you have. Other bonuses may be included for special models or for specialty wargear.

pg 37- Rolling to Hit- Rolls to hit are determined in C/C by comparing both models WS (weapon skill.) If the targets WS is lower than the attackers, he hits on a 3+, if it is equal to or up to twice as high the attacker hits on a 4+. If it is over twice as much the attacker hits on a 5+.
There's a very handy chart at the bottom of this page for quick and easy referencing.

pg 38- Rolling To Wound- To see if you have wounded in the assault phase compare the Strength of the attacking model with the toughness of the victims model. There is also a chart at the bottom of this page that can be used to quickly reference the rolls you will need to wound in C/C.

pg 39- Allocating Wounds-Wounds are allocated, in C/C exactly like the same as they are for shooting as listed on pg 25.

pg 39- Taking Saves- Cover does not provide protection in close combat.

pg 39- Removing Casualties- If a model becomes a casualty before it has an opportunity to attack, then it may not strike back.

pg 39- Determine Assault Results- To decide who has won the C/C total up the total number of unsaved wounds inflicted by each side on their opponents. The losing side must take a morale check and will fall back if they fail.

pg 39- Check Morale- Units that lose a C/C must take a morale check. If they fail, they will fall back.

pg 40- Sweeping Advance- Both the unit falling back and the winning unit roll a D6 and add their Initiative value to the result. Always count the (I) value from the models profile without any modifiers.
If the winning units total is higher they catch the fleeing unit and destroy them. They are killed and removed.
If the falling back units total is higher they break off successfully. They make a fall back move and the winner makes a consolidation move.

pg 40- Disallowed Sweeping Advances- If a victorious unit is still locked in combat with other units that are not falling back, it does not get the chance to sweeping advance, and the retreating enemy falls back safely.

pg 40- Consolidation- At the end of combat if a units opponents are all destroyed or falling back the unit may make a consolidation move. They roll 1D6 for movement and may move in any direction. Units making a consolidation move are not slowed by difficult terrain and do not trigger dangerous terrain tests.

pg 41- Attacking- In multiple combats, when its time for a model to attack the following rules apply. Models that were engaged with just one of the enemy units at the beginning of the combat must attack that unit. Models that were engaged with more than one enemy at the beginning of combat may split their attacks freely between those units. You must declare how those attacks are being split. Lastly THE NEW UPDATED ERRATA/FAQ BULLET Models that at the beginning of the combat were engaged with more than one enemy unit, but were in base contact with just one of the enemy units, must attack that unit.

pg 42- CLOSE COMBAT WEAPONS- Listings of all the C/C weapons available in the game. Some weapons of note with some special rules, Power Weapons, Force Weapons, Poisoned weapons, Power Fists/Claws, Thunder Hammers, Rending, Yeah pretty much the whole list, read it at your leisure.

That's all for this update. If you read through all of this one THANKS. Hopefully it helped somebody out a little bit. As always comments/questions are appreciated. More to come later.
Oh and I have a new found Love for some Tau and I think I'm gonna be building a small Tau army as well as my Nids. More on that later.
-Matt

Friday, February 26, 2010

Back to Basics pt.2.....11-19


Picture used without permission.

Here's part two of my ongoing series to outiline some good to know things from the BRB rules. Note this was supposed to go to page 20. However page 20 starts saves and continues into weapons. That will be part 3. So without further hesitation....Part 2

pg11- Movement Distance- The standard infantry movement is 6" (6 inches.) Models cannot move through a space occupied by another model, (represented by the modes base or hull.) or through a gap that is smaller than its base. A model may not move within 1" of an enemy model except during the assault phase.

pg 11- Different movement distances in a unit-All the models in a unit move at the speed of the slowest model.

pg11- Turning and facing-Dont worry about which direction your models are facing in the movement phase. They can be turned to face the enemy in the shooting phase.

pg12- Unit Coherency-Once a unit is finished moving, the distance between one model and the next should be no more than 2". If a unit loses coherency during the game due to casualties, then the unit must be moved in a way to restore coherency in it's next movement phase, if able.

pg13- Terrain Types- There are three general classes of terrain.
1-Clear terrain- can be moved across without any penalty.
2-Difficult terrain- slows down models who are attempting to move through it and may sometimes be dangerous.
3-Impassable terrain- Cannot be moved into or across.

pg13- Guidelines on bategorising terrain- It is important that YOU AND YOUR OPPONENT agree what class of terrain each feature on the board falls into before starting your game.

pg14- Moving through difficult terrain- If any model in a unit starts its move inside difficult terrain, the unit must take a difficult terrain test, (roll 2D6 and pick the highest-This is the max distance the unit may move.) If a unit starts it's move outside of difficult terrain and wishes to move inside it the player must declare this. The player then takes the dangerous terrain test and moves as far as possible into the terrain. If the distance rolled is to short for any models to reach the terrain, the unit is still slowed down. If you take the test and do not wish to move the models,(you changed your mind) once the dice are rolled the models count as having moved.

pg14- Dangerous terrain- Roll a D6 for every model that has entered, left or moved through one or more areas of dangerous terrain during its move.On a roll of a 1 the model(s) take a wound with no armor or cover saves allowed.

pg15- The Shooting Sequence- The order of fire. Check line of sight and pick a target, Check your range, Roll to hit, Roll to wound, Take saves and remove the dead.

pg15- Disallowed Shooting- Sometime you may not be able to shoot with a unit. There are several differnet reasons why a unit may not be able to shoot. Two very common reasons are, The unit has run and Units locked in close combat.

pg16- RUN!!-During the shooting phase units may elect to not shoot and instead run. To run roll 1D6 and move the distance indicated. Running is not affected by difficult terrain.

pg16- Which models can fire?- All models in a firing unit that have line of sight (LOS) to at least one model in a target unit can fire. A player can choose to not fire with certain models in a unit.

pg17- Roll to hit- To hit, subtract your BS (ballistic skill) from 7. The outcome is the number you need on D6 to hit your target. When rolling to hit, a roll of a 1 is automatically a miss.

pg18- BS6 or better- If a model has a BS of 6 or higher, you may re-roll to hit whenever you roll a 1. However the second roll normally has a lower chance of hitting.

pg18- Cool picture of some marines hodling off a horde. Notice the chapter banner carrier at the top of the hill. He's missing an arm but he's still in the fight. Nothing says hardcore like beating aliens to death with a flagpole.

pg19- Roll to wound- To find out if you wound a model compare the strength of the weapon with the toughness of the enemy model. There is a chart on page 19 that will help you with this. Run the chart and find the number you need to roll on a D6 to cause a wound.

pg19- Multiple Toughness values- Roll to wound using the Toughness characteristic that is the majority of the enemy unit. If there is NO majority use the highest value in the enemy unit.

pg19- Cocked dice and Dice on the floor- Dice that roll off the table and onto the floor never count and should be re-rolled. Cocked dice are generally re-rolled if the outcome is unattainable. It is perfectly alright to roll your dice on a tray or to the side of the board in a box lid. When in doubt ask your opponent if it's ok with them.

Thats all for now. As always thanks for reading. Questions and comments are always greatly appreciated. This article has been paraphreased in certain areas. It is in no way to be taken as the total one and only rules set for 40K. It is merely highlights and areas of note taken from the BRB.
More later,
Matt

Thursday, February 25, 2010

Back to the BASICS...1-10


So I've noticed that basic rules and other rules questions are showing up quite frequently now in our blogs. Several of these have actually been introduced by me coming from games I have recently played. I've also noticed a few of us myself included are popping the old BRB (basic rule book) out and re-reading and taking notes. I have noticed in a few recent games and even in my last tournaments that some of the most basic of rules is misread or not followed or just not known,(this also includes me) by players. Some of this can be attributed to not knowing the rules, trying to learn another new edition, I still revert to 3rd every now and then and 4th pops up all the time. However I always have the book handy and if the question nags at me I pop it out and verify. Usually I find that I am wrong. So in an effort to throw out some things and maybe help out some newer players who haven't really fine toothed the book like some of us I am going to put together a few posts going over a few things from the rulebook I think are good to know. This isn't a totally rewritten rule book as GW would fry me. I am just going to go through 10 pages at a time and throw out some things.
without further waiting pages 1-10 (most likely the smallest of reviews as it's very very basic welcome to the game stuff.)

Pg2-(probably the most important rule of the game(s)) "the most important rule is that rules aren't all that important. So long as both players agree, you can treat them as guidelines. the choice is entirely yours." this goes into conjunction with the paragraph above it that states this important statement, "winning at any cost is less important than making sure both players-not just the victor-have a good time."
Essentially-HAVE FUN!!

Pg2- Rolling a D3, There are some 3 sided dies out there but I can name on 1 hand the number of people I know that have 1, (I do.) So, roll a D6 (six sided dice, your basic dice.) and halve the scores. 1 or 2 = 1, 3 or 4 = 2 and 5 or 6 = 3.

Pg2- modifying dice rolls, adding to dice (D6+1 etc.) or multiple dice rolls (2D6 etc.) and multipliers (D6x3 etc.) Pretty basic I know, to add you just roll a D6 and add the number they tell you. Multiples you just roll the listed number of D6's. And multipliers you roll your D6(s) and take the result then multiply it by the listed number.

Pg3- Bases. "Some players like to mount their models on impressive scenic bases. As mounting your models on different size bases might affect the way they interact with the rules, make sure before game that your opponent does not mind this.
I do this a lot for some of my named characters. I always ask if it's cool with the person I'm playing if the model is acceptable. Usually it is because it's a benefit for them, they stand higher and he can reach them faster. This is also a benefit for me sometimes. I just think it looks really cool.

Pg6- (A) ATTACKS- This just happened recently and I thought you know what I can see how this can be mistaken if you haven't fully read the rules and are just starting. Your opponent says "what ya shooting?" You say, "The plasma pistol." He not knowing the plasma pistol setup says, "how many shots does it have?" You say, "ummm lets see his chart says he has 4 attacks."
Nope, the A characteristic indicates the number of dice a character rolls when fighting in close combat (C/C.) (shooting comes in the later pages)

Pg7- Multiple Modifiers- If a model has a combo. of rules or gear that "both" add to and multiply its characteristics, first multiply the base value then add your extra point(s). (ex. model with base S3 has +1S and double strength. Multiply S3 by 2, 2x3=6 then add the +1, 6+1=7, your new strength. Not the other way around.

Pg8- Characteristic tests- You roll 1D6 and try to be equal to or lower than your characteristic. However if a 6 is rolled you auto fail, and if a 1 is rolled you automatically pass.

Pg8- Leadership tests (morale checks) for these you roll 2D6 and the result needs to be equal to or lower than your base value.

Pg9- Turn sequence (three phases.)
1-Movement phase, you can move any of your units that are capable of moving in this round. You don't have to move anything.
2-Shooting phase, The player can shoot with any unit that can see an enemy unit and is able to shoot. This is also the phase in which you can RUN!!!
3-Assault phase, The player can move any of his units into assault with the enemy if they are in range and capable of assaulting. Both forces fight in the assault. More on this in the assault chapter.

Pg10- Really cool picture of some space marines killing some stinking orks.

That's all for this post. If you made it to here THANKS. Hopefully this helps at least one person somewhere. If it's just stupid and a waste of bandwidth someone please tell me and I won't do anymore, I can just finish up my notes and be done. I know these were pretty basic and simple but the first few pages are just the beginnings of the game not really into the meat and potatoes yet.
Thanks again, questions and comments always welcome, more later, OH and I also updated the NIDS poll please feel free to vote.
-Matt.

Tuesday, February 23, 2010

Monday night games and the new pics.

So we played 2 games Monday. Lach and I at 2000 points and then Lach and JC our new member at 1500.
Game 1 was My shrike force (marines) vs Lachs Necs. Long story short, we tied. And we spent a good deal of the game....Debating, (the wife has deemed it arguing.) this actually happened in both games. And I dunno why, I think we've both just gotten really competitive. I conceded on most things and am now doing a page by page rulebook re-read and taking notes. I was wrong on a few things, as was Lach and I'm the first to say I was wrong. One big question I have though is dreadnoughts in c/c. In walkers it says they still get an attack regardless of how many immobilized results etc. But it also says they roll on the damage table for vehicles. I had no arms left but was in an assault with his lord. he hit first and did a weapon destroyed. I had no weapons other than my feet to kick, i/e my one attack. I become immobile. Fine I still get to attack per the walker rules. However I get another weapon destroyed which per the vehicle table means I'm a wreck. I argued the fact I still had an attack because per the walker rules I still have an attack from being immobilized, so thechnically i'm not immobilized I still get to fight cause I basically just got immobilized again. In the end I just removed the dread. Maybe I'm just over thinking it. Maybe I'm wrong (probably am). Thoughts?
Anyway game 2 was necs vs' JC's Chaos it was his first big game and even though he lost 2 to 3 in KP's I think he had fun and will want to play some more. Sidenote OMG ABADDON is a BEAST!!!!
Oh and a YAY me side note I did manage to kill off the deceiver with pistol shooting from shrikes unit. woot. That's about it Pics are below, I'm hoping my I don't want to paint funk gets over soon. If not I still got a ton of stuff to build. Also I'm putting a poll on the side for my Nid army name, vote if you'd like to.

not a great shot but the side view of the homemade assault turret

The front ends of the Razorback and the new whirlwind with alternate launchers.

The Old crow Half track, converted into an assault cannon razorback. If it was half an inch taller there would be no difference in the 2 sizes. I added Ork truck wheels, an IG plow, And a homemade assault turret. I had a Rhino hatch on it but it didn't work with the Turret. Sorry about the darkness and the little bit of blur. I was trying a dark backdrop vs' a light for the resin.
As always thanks for reading, comments, critiques, etc are always appreciated.
more later
-Matt

Sunday, February 21, 2010

Little bit of dreadnought fun.


(Image taken from GW site and used without permission, it will be removed if asked.)

Was having a little dread fun and decided to see what kinda list I could build. Made up a quick 1500 that I may give a go later.

HQ-Forgefather
TROOPS-2-10 man squads in razorbacks with assault cannons.
here's the fun,
Elites- Dread w/melta, Dread w/melta, Dread w/melta
Heavy- Ven Dread w/ assault can., Ven dread w/ assault can., Ironclad w/flamer PODS for all 3.

-The troops and Forgefather hang in the back doing whatever. The three regular dreads move forward as best as possible. One ven and the ironclad pod in, in round 1 behind the lines. hopefully ven 2 comes in in 2. The dreads just run around and kill as much as they can. It's a silly list really but all the dread talk on the forums got me wanting to do something with all my dreads so I made this. I figure a lot of dead dreads, but you never know.

Lastly, I'm still looking for help with my command squad question,(does your captain have to be attached or not? See previous post.I can't figure out how to add a link.)if anyone can throw me a bone. And I also finished up three new models, Two razorbacks and a Whirlwind/rhino/razor (removable mounts.) One of the Razor's is a converted Old Crow Miniature model, Old Crow, has some really nice stuff plus they were friendly and easy to deal with, I'll be shopping with them again. I took pics but I have to hunt down my usb cord. I think it's somewhere in the vacation bags.

More later,
-Matt

2 new lists and game question HELP!!!




So let me lead off with I got rid of word verification so maybe I can get some comments, (one can hope.)
First things here's the question i need help with. If you take a command squad for your SM captain does the captain have to be attached to it? The squad is not listed as a retinue or bodyguard etc as stated in the rulebook. There's nothing in the independent character area that I can find about it and there's no command squad entry in the brb. I am going under the impression that he can leave them behind to moniter from somewhere else in the field say with some of your other troops. Thoughts anyone?? And if you know of an exact place in the brb where it says he's stuck I'd love to know it so I can stop reading the same pages over and over.

And second here's the two lists im thinking about using in some games on Monday.

A List-
Shrike
5 man in rhino (sgt with pwr fist and plasma pistol.)
5 man in rhino (sgt with pwr weapon)
10 assault marines (2 plasma pistols sgt with pwr weapon and plasma pistol melta bomb.)
10 assault marines w/o jump packs w/free pod (2 plasma pistols sgt with pwr weapon and plasma pistol melta bomb.)
5 assault terminators (2LC and 2TH/SS)
Land Raider Crusader
2 Venerable Dreads with assault cannons and drop pods 1w/loc.beacon
5 scouts (4 Snipers 1 Heavy Bolter all camom cloaks.)
-Idea is Shrike attaches to the 10 pack marines and infiltrates. pushing c/c as fast as possible. the dreads come in in round 1 the locator beacon is used for the no pack assault marines to get in close without scattering. All pods go behind the lines and try to get into some c/c. The LRC and the two rhinos come in at start and the rhinos push towards objectives or blocking points. The LRC heads toward front line enemies and gets the Terms out to fight. The scouts infliltrate onto a objective if they can or get into a nice firing point, they wont do anything spectacular but they can change a game. The whole army has fleet with Shrike so closing with the dreads and the Terms isn't going to be to hard if I can get em where I want em.

B List-
Shrike
Chaplain
Command squad (apothecary, champion, standard, sgtw/ power fist plasma pistol, marine with power sword.)
5 man in rhino (sgt with pwr fist and plasma pistol.)
5 man in rhino (sgt with pwr weapon)
10 Sternguard (combi melta, combi plasma, melta, flamer. Rhino)
8 Vanguard (Relic Blade, Thunder Hammer, 6 power weapons, 8 jump packs.)
5 Terminators (Assault cannon and 2 chainfists.)
Ironcald in a pod, (assault launchers and heavy flamer.)
-Same general theory as the list above except that Shrike rolls with the chaplain and the Vanguard they Infiltrate in and rush for c/c. The command squad comes in at beginning of game and moves forward to reinforce one of the 5 mans or the sternguard. The stern and troops go for objectives or bocking areas. The dread and terms go behind the lines pod no problem, hoping my deepstrike doesn't screw up on the Terms. Stern finds a firing point at an objective or a kill point area and lays down death. This hopefully blocks in my opponent and forces him to move forward into bullets or hold and face death from the Shrike force.

As always thoughts are greatly appreciated, Thanks for reading this in advance, Sorry I type long posts.
More later,
-Matt

Thursday, February 18, 2010

The Multi-parter...


Well the vacation is over and it's back to the real world, (sigh) we had a great time and now own a new camera (some Nikon the wife had to have that's about as small as a credit card and takes great pictures, that I'm also not allowed to touch.) and some art, yes real art, that I won in an art auction on the boat. If you've never done an art auction I highly recommend them, it was really fun and very educational. Even if you don't bid on anything it's fun and there was free champagne. However with those developments and a rather large alcohol bill my available funds for 40k have been put on hold for a little bit. I had to back out of buying the Genestealers I wanted and my Tyranids are on hold, model wise for the time being. But did the taxes the other day and have a nice return coming so maybe I'll be able to get my list put into mini form some time soon.
However, in there greatness GW is releasing the new plastic ven's which I'll have to buy for my chaplain dreadnought. Which also brings me to the new Blood Angels dex. I've never really wanted to be a Blood Angel but with the rumor dex floating around and all the possibilities of assault greatness I'm hearing I feel the red thirst coming over me. I love assault armies I always have. Anyone who has played me knows I try to get into assault as fast as possible and build lists around that idea. My nids are all assault based with no shooting, my deathwing whilst they can shoot, generally just push forward as hard as they can to get into assault and my regular marine lists always have 2 to 3 assault teams. If the rumor dex is remotely close to true the new BA are right up my alley, plus they new Tantalus, I've been drooling over that since I first heard about it. However I'm not going to be repainting my army. I'm staying in my DA colors, I have a nice fluff for it and a pretty sweet chapter name that was a joke that turned out to work great. We'll see what happens when the codex actually comes out though. I really hate turning away from my DA's but really it's about fun and to me the new BA dex is more up my alley. I'll still be using the DA dex to run my deathwing but.... the SANGUINUS KERMITUS may be in my future. More on that idea at a later date. Any thoughts on this would be greatly appreciated, ie. is it cheesy that I'm not repainting? Should I just wait for a new DA? (who knows when that will happen.) etc. I don't wanna be that guy, you know the one who shows up with the new codex dressed in ultramarine colors. But I really do have a nice flluffy background for why my BA are all in green, I think it's cool.
Also while on the cruise I read and finished Salamanders and Courage and Honor. Loved courage and Honor it really made up for the book before it and fell into line with the Uriel story perfectly. I can't wait for Chapter's Due. Salamander was good, but it started slow and took me a minute to really get going. It finished great with lots of fighting and insight that left me wanting to buy book 2 when it comes out. The only big gripe was Nick (author) really needs to help me out, his names while most likely being what real Salamanders names would be were hard to keep reading over and over as I have no idea how they are supposed to be said. So I ended up just renaming characters Ed and Tom and Kirby. Both were good reads though and I recommend them. Finally, if you have made it this far, first off thanks. Secondly, I'm in the process of finishing a Rhino and a Whirlwind, as well as a converted Assault Cannon Razorback. The drop pods are on the table as well as the LR redeemer. Finally my new 2k points nid list looks a little something like this. (no fancy totals and add-ons just what I'm taking, more on that as I get models and start building.

Walking tyrant-Flying Tyrant-30 genestealers- 10 warriors-5 Shrike-Trygon Prime.

I've play tested it once already and it did well, I'm hopefully gonna play test it again Monday with but we'll see as I'm slowly recovering from a surgery I just had, (another reason for lack of funds.) I may end up just watching Lach and JC play but I really want to get in a game or two. we'll see, more to come later.

Thoughts always welcome.
Thanks
-Matt

Sunday, January 24, 2010

Why have 2 when you can have 7

So I decided to build some more today and did a little prime work but ran out of spray so stopped short but its all good cause i got conversion happy too. Anyway what started as 2 dreads
1 regular and 1 venerable see below...

became
2 new regulars from the blackreach kit with meltas and power fists. And 1 soon to be ancient and venerable original dread (he's so tiny.) he comes with a power fist and a converted assault cannon arm.
next up...
the newest Venerable with multiple load outs, converted to stand higher and is wielding a autocannon/heavy bolter arm and a powerclaw w/flamer arm. See other loadouts below.
and the newest behemoth of the bunch.
the Ironclad, when i think Ironclad I think big mean I come out and destroy everything. He's converted to be a quad walker. he's wielding a seismic hammer with melta. A c/c power claw arm with Melta attachment and blade (he can only have the 1 melta but it's just for looks and meaness factor.) he's been heightened and tweaked. He's got a ton of armor pieces and ribbons badges, scrolls etc. that I haven't finished, well even started working on yet. so he looks kinda brittle and naked-ish but when they get done he'll be a mean son of a gun, I hope. I love him though so that's what counts.
Here's the optional weapon loads for the ironclad and the new ven. Hurricane bolter, lascannon/assault cannon arm (again I know you can only use 1 I just like having different builds. Plus I always look at it like why would you go to war with 1 gun when you can bring the lot.) the heavy bolter/autocannon arm. the Power claw/melta arm. My converted HK missile rack and the seismic hammer with melta. I didn't put the other power claw arm with flamer but it's been converted to be longer and bent so he's more action posed.
More to come of the new 5 as i Get them primed and painted. Doing some of it tomorrow and playing a few games to hopefully.

And lastly I leave you with my next project which is on hold until I get back from the Bahamas, (thank GOD for vacations.)
Count em up 6 drop pods. Oh the joy....my fingers are already hurting and I haven't even started them.

more later,
Matt

*sorry if the pictures are bad as always, I'm working on it.*









Tuesday, January 19, 2010

Tyranid 2k test game 1


So I finished my first game with the new nids, all proxied by cowboys and indians plastic toys. HMMMM what can I say I'm so so at the moment. I think I miss the old codex but I really like some stuff from the new codex.
First off the results. No long battle report here lets just say it was going very very bad for me, bad dice rolls, I forgot the ap rules (i'm to used to marines) so when my lictor and genestealers started instantly dying without saves to ap4 and ap 5 guns I was like wtf. I had a few moments of stupidity but I did manage to pull off a few things. Final result was a win due to phase, thank god I remembered he phased or it would have been a loss on kill points 7 him 3 me it was an anhil. match. I found myself getting angry which is odd cause I usually don't get angry during the game, but not knowing the new nids and having to look up rules and generally playing with a whole new army I don't totally know it got rather frustrating. But it was a win at but not a great victorious win. This was a humbling game to say the least.
Here's the list I am using atm, I may be making some changes. O.K. before ppl go off and say WHAT ARE YOU STUPID....my list is based around a theme. ENTER Hive Fleet Dentis Nail, basically hive fleet tooth and nail. My army has no real shooting at all minus a few things that just come with models. I am solely doing claws, teeth, talons, and fangs. It's just to me more of what giant bugs in space would be also it's more ALIENS to me which is what I'm going for. Anyway here's my list without a lot of detail, I think I have adrenal glands on just about everything.
Tyrant with 2+ not wings.
Lictor
2x 5 man Warriors. (1 set in a spore pod the other in reserve arriving through tunnels.)
2x 10 man Genestealers. Coming in on the flanks (I didn't do 1 unit in this game and they decided to assault a monolith which was just dumb I couldn't hurt it at all and they just got shot to death.)
Carni in pod (Got run down by the Deciever Morale checks will hurt you when you have a super wound model who has to roll leadership tests at a minus 3 or 4 cause he took that many wounds.)
Carni in pod with crushing claws.
Trygon Prime (love it)
then with the left over I had two options 14 Horms with adrenal and toxin or a tyrant guard and an extra spore for my 2nd warriors. I took the gaunts and ran them with the tyrant. Which worked cause she took a ton of shots but never a wound. the Horms. just ran in and assaulted as fast as they could and finally got killed off. they were just fodder anyways. All in all I like the list for theme but I don't see it winning a ton unless I can get into you and hurt you fast. The ap rules killed me since saves were negated big time. But the high toughness of some of em kept me just taking wounds instead of dying outright. I think I may pull a Carni and go 2x Trygons one prime one normal. But it's still all in play test.
Again it was a good game and the list we put together for Lachs necs (that he tweaked) is gonna be sweet I think we have a winner no I aint sharing it that's his baby (but let me just say they may be outdated but I found out today they are mean and evil regardless some of there outdatedness has given them a huge benefit.) If he hadn't given me the window I wouldn't have jumped through for the phase out he had me. Luckily I got the phase, a win but boy at a cost (side note why has winning become so important, we had a long talk about this, were testing lists for tourny but it's just wierd it's almost like was I playing to have fun or just win? anyway that's another story.) Any helpful ideas from the nid guys out there would be greatly appreciated. But let me just say NO I really don't want to put in guns I like my theme and really wanna keep it the way it is. I think I have potential just gotta find my list and get into assault faster with things I can hurt not just Monoliths.
PS the C'tan gods OMG man all I can say is OMG....
more later
Matt
PSS Is it wierd to anyone other than me that a MONSTEROUS CREATURE can be run down. I mean c'mon it's a MONSTER.

Sunday, January 17, 2010

The Triple Threat

Well I wasn't able to finish three in a day, but i did finally finish them all. And as promised here they are (photos below.) Don't you just love the feel of superglue on your fingers? Anyway I'm happy with them and am looking forward to using them in the near future, even if it is just for objectives. Oh and sorry for the photos they're not great but the wife kicked me out of the living room so they had to be photoed on there shelf in the man cave. With these completed and the new nid codex having been broken in (my 2000 point list is finished and ready for play test, I'll post it here in a few.) I'm putting the forces of the Imperium aside and starting my Xenos. If the list works like I hope it will then I have to make a mighty purchase from the boys at GW (insert happy but sad sigh) and then it's off to build and paint up for tourny time 2010.
More later,
Matt
the Team together
Stormlord, (I know it's not the best fir superheavy tanks but I love mini guns.)
Hellhammer
Baneblade
Heads up, INCOMING!

Tuesday, January 12, 2010

and I'm back in the game

So, I finished reading the first Gaunt's Ghost's omni. and it got me itching again. So i pulled out a few boxes and started building. I now have 2 of three baneblades built (well a blade a hellhammer and the stormsword is in progress I ran out of glue. Pics to be posted soon.) That was a huge build event and I am sort of tired of building at the moment my fingers are glued, cut, and sore, but I'm not stopping. Had Lach and our newest player JC over on Monday and we got a few games in. I won the first tied my 2nd against JC who we were teaching the game too and was utterly tabled and destroyed in my third, thanks for hosing me Lach (note to all- Don't put a dreadnought in the middle of the field with no cover and then expect him to survive 40 shots from gauss weapons.) Anyway I'm back in the game mode and have started looking at tournaments to go too. We were thinking maybe BOLSCON or the exterminatus again but we haven't seen anything from the exterminatus ppl on the web yet. I'm anxiously awaiting my nid codex and I'm super excited about starting my nid army. Still working on my marines but there sort of back burner atm. Anyway as promised pics of the 3 super heavies coming and more from me as I get back into gear.
 
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