Home of the Emperors Archangels. The Fallen have come
home....



Saturday, July 23, 2011

Giveaway 2 Winner!

Just did the drawing, all I did was take the 14 entries and each got a number 1 - 14. Then I went to a random number generator at random.org and put in 1 -14 and Viola! WE HAVE A WINNER. It was #9 Meatball, congratulations, you have 48 hours to email your specifics so I can get your prize ready to mail. You can get to my email from my profile. Thanks again to everyone who participated, I have a few things left that will go up in another giveaway soon so stay tuned. Also I think I may get back into my DA again. Thanks again everyone who participated.

More to come
Matt

Tuesday, July 19, 2011

3 days left on giveaway 2

GIVEAWAY 2 <-----Link
Just a quick update. I notice that HoA is finishing in 4 days (GL to everyone who is in that, make sure you get in and donate before it's to late. It's a great cause and an awesome chance to win an awesome awesome prize) and theres a lot of 40k events happening in the next few weeks so I'm gonna close giveaway 2 on Friday night at midnight and I'll announce the winner saturaday Morningish after I randomly select the winner. So that means theres only these last 3 days left to win. Just follow the link above to secure a chance of winning.

Friday, July 15, 2011

Gray Knights vs' Necrons.(BatRep)

So before the batrep heres a quick link to my latest FREE MODEL GIVEAWAY. click it and head on over to see if you can be the next winner.
WARMACHINE <----Link... So on to the batrep, tonight Lach and I got back into the game and decided to do a 2K game of GK vs Necs. hmmmm where to go from here well this about sums it up for me


Yep my poor new Gray Knights got destroyed. Of course I forgot alot and played em horribly, but Lach brought it to me hard and mean. His 2 monoliths blew holes in my Inquisitors, terminators and my vehicles. His deceiver ripped apart my Pallys. And It spiralled down hill from there with me only killing a squad of wraiths and a lord (who got back up) and some Immortals and warriors. (Good job castling and making me come to you Lach, Kings to you.) On a good note the Pallys took a ton of shooting fire and laughed it off. Then they got assaulted and dies. Double stength weapons even destroy paladins. Good notes, My vindicare turbo penetrateing a monolith and destroying it, but I forgot the vehicle damage table and didn't destroy it, stupid on my part. My Inq. Chimera Tanks shocking a Nec warrior who died in a death or glory stand then the chimera not getting destroyed after 15 things shot into it. The pallys can take a ton of fire and the Apothecary with FNP is sweet. Bad notes, Inquisitors...I can't say if they're good or not a monolith destroyed both of them and there retinues in 2 different rounds. So I have no idea if the sqaud works other than psychers getting there cool psychic shot. I may have to try this list again or drop the INQ'a and get a libby and a lord. More play testing will tell. It was good to be playing again though, and I enjoyed hanging with Lach and getting a game in even if I did lose. I forgot a lot of rules stuff though in the year off. I just dont memorize the book like I need to, but I have alot of other stuff in my head that I need to keep in there so it looks like back to the rule books for me...But wait isn't 6th right around the corner. Anyway thanks for reading, Oh if you want to know the lists mine was 2 inquisitors with retinues a vindicare, 5 man pally, 2 5xMan term squads, Chimera, LRC, and a dread. I wont bore you with the details of each squad setup. Lach had 2 monoliths, 3 wraiths a destroyer lord, 2 squads of 3 destroyers, 10 Immortals, and 30 warriors with a Deciever running loose. Gause weapons are mean and I still say updated or not Necs are a very strong and formidable army if played right.

Thursday, July 14, 2011

FREE GIVEAWAY #2

Found these laying about in a bit box....and figured since I dont play Warmachine these boys need a new home.
So here they are. 4 NIB Warmachine blisters. 2 Winterguard mortars, 1 Khador Manhunter and 1 Herne and Jonne. All you gotta do to win them is be a follower of my blog and leave a comment on this post. The contest will run for about a week again. Last giveaway only had two people but there was still a winner and he received his free models. So step up and sign up if you'd like to win some FREE Warmachine blisters, I even cover the shipping. GOOD LUCK to anyone who participates and as always thanks for reading.
More later,
Matt

Wednesday, July 6, 2011

The winner is......

FREE.....The contest link.
The winner of the first giveaway is Dragi. Congratulations. To pick the winner I took the two people that posted and flipped a coin. Ranma was heads, Dragi was tails. It came up tails.
So congratulations again Dragi, just send me an email with your address and I will ship the models out to you ASAP. You can get to my email address from my profile. If theres a problem just post here and i'll get back with you. You have 48 hours to claim.
Thanks to both of you for participating.
The next giveaway will post in a few days It will be for 2 Khador Wintergaurd mortar crews, a Manhunter and Herne and Jonne. All NIB.
More later
Matt

One day left....

FREE
Just one day left to win, as it looks right now Ran, will be the winner but you never can tell. The contest ends tomorrow. I will try a second one after it finishes with some old Warmachine stuff I got and if that goes any better then I'll try the 40k stuff. Last chance on this one though, just click the link, be a follower and add a comment.

Saturday, July 2, 2011

Quick update..only 5 days left...

Just a small update here. FInished the majority of my first Storm Raven last night. Why did gw think we needed to self adhere the cockpit crossbars. Really you couldnt have just made it one piece? Oh well minus that one broken and repaired cross bar and a small glue mishap she came out quite well. I'll post her up with my Knights in a few days. Also only 5 days left to win my first FREE GIVE AWAY. Only have 1 taker so far. FREE there's the link, just gotta follow my blog and leave a comment.
More later
Matt

Wednesday, June 29, 2011

FREE STUFF and a review.

So as I promised a while back I had some old stuff laying around that I will never use or paint or do anything with so......I am giving it away for free. No it's not a pay it forward. I never got the one I won so I am just giving them away. All you gotta do to win it is be a follower of my blog and leave a comment on this post. Pretty simple. The result of this give away will help me decide if i wanna do the next one. So, here's what I got for grabs
2 LOTR Wraiths on foot, 1 Battletech Spider Light Mech, and some Reaper Samurais (1 leader guy, I can't find a model example of him anymore and 5 Aramoro models.) They have all been primed black but that can easily be removed in a nice strip soak bath. The Samurais all have a bolt pistol attached to a hand, they're from the time I thought it would be cool to make a japanese space marine force, then got told I couldn't play them ever in a tourny. They all need a good home and mine isn't it anymore sadly.
This is a example of the Aramoro model that there are 5 of.
Like I said, just be a follower and leave a comment on this thread. I'll stop the give away on Thur. the 7th of July at 1201 AM and announce the winner they can then get back to me with there address and the package will go out ASAP after that, I'll even cover shipping. If this goes well then I'll do give away 2 which is a few 40k figues.
Lastly a quick review of my new bases. I made a large order of Alien themed bases from Secret Weapon Miniatures a few weeks back so I could get Hive Fleet Nex based and ready. They came in a few days ago and let me just say WOW! I love em' Secret Weapon out did themselves. The bases are awesome and I couldn't be happier with them. If you are debating making a purchase go ahead and do it there bases are spectacular and there's not even any paint on them yet.
More later, and Good Luck.
Matt

Saturday, June 11, 2011

The greates Thing I've ever made. She's Finally here.

Well as promised several weeks back. THe greatest thing I've ever made is here. She weighed in at 7lbs 10oz and was 19.5 inches long. She was born at 1:41 PM on 6/6/11. Her name is Emma and she is without a doubt the most amazing thing I have ever seen. I am in awe of her every time I look at her. It's awesome being a dad, here's a few shots of her.

And lastly while I've been up at night with her while the misses sleeps I have been working on finishing Hive fleet Nex. They are now done minus the bases I still have to order. The last 24 Hgauts are done and the 3 homemade Tyrant guard are done. I know some people wont like them and I hope some do. Ultimately though I like them, I hate the current model. I wanted my gaurd to be sort of mini carnifexes that just run around stupidly until they are told to block or kill by the Tyrant. So I started kit bashing and using spare parts and made my 3 unique Tyrant Guard. All made from 100% GW parts, I even added a few extra claw bits to make the crusing claws look more like large claws, so I can call them rending, I love the look of crushing claws. Anyway here they are. Sorry for the bad shots, camera was dying and I grabbed what I could.
As always thanks for reading/looking. THoughts are always greatly appreciated. More later, also the first of a few of my giveaways.

Friday, May 27, 2011

On the Grey Knight boat....

Well things have calmed and gotten somewhat back to normal so I'm back at the K game. I decided to hop on the GK boat. But not in the typical internet spam list knights. I know I know but that's how you win. Oh well sorry, I like story and theme, I just wanna have fun with the game. IF you've seen my Nids list you know this (no guns at all I must be crazy. Oh well.) Anyway Here is what I'm thinking for my GK list. I used to play a small Inquisitor force pre new codex so now it just seems right to build on that.

Inquis. Master (just for fluffs sake)
Retinue-Banisher, 2xCrusader, Deathcult Assassin, 4xServitors, 3xPsychers
Inquis. (Trainee)
Retinue-10xAcolytes
Vindicare Assassin
5xPaladins 1 as a Apothecary
2-5 Man terminator squads w/Thawn
Chimera and a Storm Raven

Totals at 1510 points or drop 2 pallys to get 1345 for 1500 point games. As is I have room to add a LR instead of the Command Chimera, and a few dreads for 2K games. Also gotta add in some wargear. My theory is, I always picture the GK pictures from the old codex where its like 15 guys vs' 300 demons. That's pretty much what this is a small insertion force sent in to analyze and report but if things get to it they can defend there own till the larger fleet arrives. I may switch it out and bring in a Librarian for one of the inquisitors though.
Anyway, that's all for now, Still got some gants to build to finish Hive fleet Nex, then I got my Tau to build, but I may wait to see what/when they are getting a new codex. So I may do the GK after the nids. I got some DE wyhces to convert up a few Deathcult assassins, I don't like GW's current model.
Also I went through the closet and found some stuff I'm never gonna build, so, I'm gonna be having a few giveaways here in the next week or so. Though it could be a little delayed as my new baby girl should be here any day now.
Thanks for reading,
Matt

Thursday, April 28, 2011

I'll be off the net for a few days.

Well if you've been watching TV at all you know what hit Alabama. I know first hand because I was sheltered down inside our precinct when it hit right on top of us. It has been an incredibly long day. And I'm about to go back out. This was the worst tragedy I've been in since i worked in KAtrina in the Air Force. Just say a little prayer for all of those that are still lost out there and for the ones who ahve already lost.
All of the officers in Tuscaloosa have been accounted for and there immediate families are all ok as well. We are in a national emergency status now so I wont be on much for about the next week or so. I'll get some more model stuff done up later but right now it's back burnered.
This is what hit us

This is whats left of the side of town I work on, it pretty much all looks like this.

More at a later date,
Matt

Friday, April 22, 2011

BUGS!!!!

So I managed to get up with Lach today and get the last 4 big bugs done, only 24 Hgaunts to go and 3 homegrown tyrant gaurd. I'm especially looking forward to the tyrant gaurd now as I have scene what Lach can do with a drill and a saw (see below).
First up are the 2 Trygons and the new mega fex. First let me say CMON GW really coulddn't you build the spore stacks already attached. Gluing those took forever. Trying to line them up and seat em right was ridiculous. The rest of the modes was pretty easy and I got lots of fun bits to play with now. The fex well hes had some mutations. I really love crusher claws but I don't really use em. So we were sitting there and I thoght hmm what if he had all 4 talons and claws. So....we lach drilled some holes and VIOLA Mega Fex.


Last is the Flyrant, I really am in love with her. Lach out did himself. This is what we started with.

(image used without GW permission will be removed at their request)
Then we started kit bashing and Lach started surgery. This is what we ended with. I am thoroughly pleased with her. And after a quick once over and some paint she's gonna be a mean little beauty.



She's unique and the best part she's 100% GW so shes tournament worhty. Thanks again Lach.
As always thanks for reading and more later.
Matt

Thursday, April 21, 2011

As promised pictures of my work(s) in progress

I have been steadily working at it for the past few weeks. Well since I last posted actually. As of tonight the last 3 warriors are finished and that just leaves 2 Trygons a Carnifex, a Flyrant and 3 Tyrant Guard but I have to order some bits for them. I'll be making homemade gaurd, I do not like the current models. Hive fleet Nex is in full efect and I should be knocking out the last few big bugs tomorrow, (hopefully.) It's planned but we'll see if it comes to fruition. Oh my new Sterngaurd and Vangaurd vets are in there too, I went ahead and knocked them out in that time frame as well. I'll be needing them after the Furioso, Stormraven and new Termys come in for my birthday. It's amazing what a plan can do for you.



AND.....
My greatest creation ever is a about a month away now...and the anticipation is eating me alive. Here's what I've been doing with my old office, aka Emma's room. It's pretty much done just gotta clean up from getting all the shower presents built and put away. I still can't believe it and she's almost here. Just a few shots of her girl cave, my new man cave is almost as good as it used to be just a little less space, but atleast I still have it. More to come on her in about a month give or take.





So after Nex its time to knock out the Tau boys (name still coming) and I need to check the bank cause I gotta make a purchase from Secret Weapon Minis. Alien themed bases are gonna look sweet with the hive fleet.
Anyway, thanks for reading, and more to come.
Matt

Sunday, April 10, 2011

Dejavu.....I've said this before.

Well its been a little over a year since my last post,and I know I said I was back when the Blood Angels came out, but I got sucked back into WoW (which I am bored with now for the most part) and life has given me a great big whirl. More to come on that with pictures. I have been building again though, and not just models. The greatest thing I've ever built should arrive in just about 7 more weeks and I'm excited beyond words. But I have been back in the modeling chair and have completed several models here recently. I even developed a model building plan, where if I build a certain number of troops I earn a tank or a Trygon or something cool. I recently earned myself a Land Raider and am 6 models away from a Trygon. I am excited about the game again and hope to keep it that way. I'll be posting more again and will have pictures of the new models, the new room I had to build that moved me into my new room, and in 7 weeks give or take my new addition. More to come I promise. I even found a group of gamers in Tuscaloosa finally and hopefully I will be able to get back into some games with Lach and the new gamers here in the near future. Special thanks to those of you that kept me in your blog rolls.

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
 
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