Monday, 10 December 2012

Mauler Fiends & Spawn - Sleeper hits?

So having come fresh from a bunch of good games i've decided to shed some attention on a few underrated unit in the chaos book that i've been using

Chaos Spawn and the Maulerfiend

Both have a 12" move. Both can fleet and completly ignore cover. Had 4 good games yesterday and both these units were in combat turn 2 at the very latest, even on longways table deployment.

The Spawn get rage and random attacks. Meaning on the charge they get a minimum of 3 attacks each, up to a maximum of 8. Combine that with S5, the potential to count as poisoned, so re-rolling failed to wound, fearless and with the right marks T6 with 3 wounds these guys don't go away in a hurry. Marines need 6's to wound. These guys cn either tarpit the hell out of a unit (held up a 20 man Chaos Marine squad for 6 full turns, held up a Necron Destroyer Lord and 3 wraiths for 4 full turns) or smash in and crush them.  Nothing can ID them in shooting. They took fire from 2 Contemptors, a squad of long fangs AND 3 land speeders in a single round of shooting, with no cover and only lost 2. They then charged said land speeders and smashed 2 of them in one round. A unit of 5 with Mark of Nurgle is only 180 points. And thats 15 T6 wounds. With 15-40 attacks on the charge.

Backing up the fast movers is a Maulerfiend. I learnt - people are terrifyed of this thing. People were redeploying deepstrikers and everything, using all heavy weapons on them. And thanks to their 5+ save and my intense luck, he rarely got scratched. And when he hits....boy does he hit. 4 S10 AP2 attacks on the charge, with the potential for another 2 melta hits. I take the magma cutters over the whips because;

a) he needs a bunch of attacks to be effective and
b) the biggest threat is grenades. Where the enemy only gets 1 attack anyway.

Except in places where I whiffed on my dice (seriously...2 turns, 7 attacks in total, not 1 4+ to hit), this guy smashed his way through everything I put in front of him. If its a vehicle and it hasn't moved, it is dead. Regardless of armour values. For 120pts you can't go wrong.

Working together presents a threat to the enemy. They're so fast, they need to be targetted. Combine them with a unit of bikers moving fast and making a threat of itself and the enemy has to target them or be killed, giving you a shield to move up slower units in rhinos or one foot.

Definently 2 of my favourite units in the dex. The obvious things (the dragon, the Apostle) all do very well, but theres just something about these guys that stands out

Friday, 7 December 2012

If 2 are good, 4 must be better right?

4 Nurgle Spawn for my chaos army. 2 did pretty well, so i figured 4 would have to be better

Monday, 15 October 2012

What goes around comes around - Eldar in Storage

It happened to my Tau, now its happening to my Eldar. Following my wonderful tournement result (only player to go 0-0-6...i even came below people who only played 3/6 games....) i've decided my Eldar are back in storage until their new codex. Nothing that wasn't FW did well, even 4 Wraithlords barely got me anywhere.

So now is the time of Chaos.

Having re-read the codex a few times during down time, and following my first game with it, i have decided that i will be writing 2 lists. One is for my fluffy, friendly gaming list, that i'm doing for my To6G thing. Its the same as the one below, but with one or 2 changes;

- Losing the Warpsmith. He was less than impressive. There are better things to spend 100 on.
- Plasma Cannon Fiend is gone. Going to try the CC one
- Going to give me about 180 points to spend - Squad of bikers, mix up the marine squads, give them 2 CCWs

I'm also going to have my "Douchebag Murder all at comps" list. Maybe not spend the entire tournement on the bottom table.

I'll post it soon...but its a lot less friendly

Thursday, 4 October 2012

First Chaos List!

So the chaos codex has leaked. And yes i'm weak and have found it.

I'm not touching the fluff, that can wait till I have the paper in my hand. What i've done is had a quick flick through rules. And have updated my army list!

Warpsmith, Veteran of Long War - 115pts
Dark Apostle, Veteran of Long War, -105pts

30 Cultists, CCW and Pistol, 3 Flamers - 145pts
30 Cultists, Autoguns, 3 Hvy Stubbers, Shotgun -173pts
10 Chaos Space Marines, Melta Gun x2, Vets Long War, Icon of Vengeance, Mark of Khorne, Chain axe (Champ) - 223pts
Chaos Rhino - Dirge Caster - 40pts
10 Chaos Space Marines, VotLW, Lascannon, Gift of Mutation - 170pts

Fast Attack
Dragonboy - Bale Flamer - 170pts

3 Obliterators, Mark of Nurgle, VotLW - 234pts
Forgefiend - 2 Hades Autocannon - 175pts
Forgefiend - 3 Ectoplasma Cannon 200pts

Defence Line with Quad Gun - 100pts

Totals out at 1850 exactly.

So i have 2 big blobs squads at home, being kept solid by the Ld of the Apostle. They're protected by the wall, and the Apostle can probably use his BS on the gun. The Marines with the Lascannon sit close, to shoot enemy vehicles early, then move in one close home objectives later in the game. The other rhino carries the squad deep into the enemy half as fast as possible. With the melta guns, a CC mark and Champion and fearless they should stick around for a while.

All the while being backed up by the firebases of both Forgefiends and the Oblits, themselves kept company by the Warpsmith for repair duty.

The defence line and Dragon should help keep the skies clear, and when not smashing up aircraft the flier can toast anything short of a Terminator out of cover

Thats the plan at least. I will need to proxy and buy some stuff and give it a go at the club soon

Wednesday, 26 September 2012

BoLSCON UK Tale of 4 Gamers

In preperation for BoLSCON UK with so many of us starting new 6th ed armies, we've decided to set up a Tale of 4 Gamers ready for it.

Anyone who is interesting in participating should go to the BoLS lounge and join up. And look out for the first official BoLS lunge meet up at WHW in February!

Monday, 24 September 2012


There seems to be a popular thing on the internet to just hate on anything that GW does.

BoLS recently put up an article about how they like the new WD. All the comments are just people spitting angry Vitriol about how its just "more pictures on better paper!" "how dare they advertise the pictures".

The new WD is great. Its a massive step in the correct direction.

It includes all the extra stuff people wanted. Hobby content, conversions, more developer commentary, a battle report that talks about evaluating new units.

I might even renew my subscription. I like it, theres a lot of good information in there

The conversions article could use more step by step, like the painting articles. The battle rep could use a mpa to help it be more organised.

Friday, 14 September 2012

FW Heresy Video

Awesome new video from FW showing off a lot of the goodie we can expect from the Heresy Series.

Cataphract Terminator armour? I definently need a Pre- Heresy army. Just need to wait for the Word Bearers to be in a book and i'll be all over that like a Slaneshee Demon on a stripper pole.

Enjoy the vid.

PS> I've also clocked over 10,000 views on here now. Not bad for a lot of nothing. Will try to post something meaningful soon

P.P.S Go check out Shaws Pre Heresy Fists on our newest Best of BoLS post.

Wednesday, 5 September 2012



Wraithwall is another of those gaming terms, like Footdar, and Draigowing. But I've never seen anyone do it properly (i'm not saying to the max...need 2 more for that)

But I figured it'd be fun to celebrate breaking 100 posts in here, and finishing another with a family photo, and a list to go with them (2000 2x FoC)

Farseer, Spear, Both Runes, The 3 Cheapest powers (swapped out)
Wraithseer, Star Cannon
Wraithlord, Lance and EML
Wraithlord, Lance and Sword
Wraithlord, Lance
Wraithlord, Scatter Laser
Wraithlord, Lance and Scatter
Wraithlord, Shuri Cannon and Sword
10 Wraithguard, Spirit Seer, Enhance, Spear
10 Pathfinders
9 Dire Avengers
Wave Serpent, Lances
7 DA
7 DA

Make it up to 2500 with the named Farseer from IA11, 2 more Lords...and maybe some allied DE Talos :P

But photos

Tuesday, 21 August 2012

New Incredible FW Horus Heresy Trailer

The artwork is just stunning. The sight of a hundred drop pods hammering down....just incredible

Don't play marines, but think its time for me to consider starting....

Friday, 17 August 2012

6th Edition Starter Box Models sighted?

I don't usually post rumours on here, but this is more news than rumour

So some of the models from the Starter Box are out of the bag.

I personally like the looks of all of them, especailly the ornate look in the CSM. Some of the pictures....are a little crap, but we'll just have to be patient and hope better turn up soon

Tuesday, 14 August 2012

A Tale of 3 Fliers

One of the biggest shifts in the 6th ed rules are the introduction of fliers into 40K. However, at this point all the fliers we have had their rules before 6th eds introduction (you could argue otherwise with StormTalon and the Orks…)

So this is a look at 3 different fliers. We have;
- The Eldar Nightwing. An example of an old model made good, made bad again
- The Vendetta. The first of the fliers, with rules from an age with no fliers in the game
- The Necron Night Scythe. A flier written with 6th solidly in mind

In this we will look at each of the fliers and see how the approach to their rules varies and how it applies in a 6th ed environment

Nightwing – AV 10/10/10. 2 HP. Shrouding and a 2+ evade save
Vendetta – 12/12/10. Extra Armour. 3 HP
Night Scythe 11/11/11. 3HP. Living Metal

Got to say the Vendetta wins this round. The extra armour in all but the side means it is much less likely to take a damage roll. The Nightwing, has a decent chance of surviving, thanks to that 2+ evade save, but sacrifices all chance of being an effective shooter to do so. And being 2 HP and AV10 means you will be evading a lot to ensure your survival as even a squad with bolters is a threat

Nightwing – 2 Cannons (2 x 3 shots S6 AP5) and 2 Lances (S8 AP2 Lance) at BS4
Vendetta – 3 Twinlinked Lascannons (S9 AP2) and 2 Heavy Bolters (2 x 3 Shots S5 AP4) at BS3
Night Scythe – 1 Twin Linked Tesla Destructor (4 Shots, S7 AP- + Additional Hits on a 6) at BS4

2nd round to the Vendetta with the Necrons close behind. More firepower on a normal turn of shooting for the Vendetta, with twinlinked to make its snap shots better if it evades. The Necrons do well here as well, with a single snap shot hit giving them 3 hits. As previously mentioned if the Eldar go evading so they can survive, they only hit on their 6’s as normal.

Nightwing – None
Vendetta – 10 guys, can be deployed on the move. (Virtualy guaranteed to be) wounded on destruction
Night Scythe – 15 guys, go back in reserve if destroyed

Necrons win here. The fact the guys inside live to fight another day is good for them, even if they must come on from the back. Beats being killed on a 2+ for the Guardsmen

Any Other rules?
Nightwing- Agile (+1 evade save, gives us the 2+). Fast Attack Choice
Vendetta – Searchlight. Fast Attack, Squadrons
Necrons – Can’t think of anything – Ded Transport

The Nightwings ability is very situational here, the Vendetta’s searchlight can be great, particularly if the enemy is dug in in the last turns if you have night fighting as it can get there good and fast. The fact the Necrons are a ded transport is a big boon to them in how many you can take as well

Cost –
Nightwing – 145pts
Vendetta – 140pts
Night Scythe - 100

Despite not winning a single category the nightwing is the most expensive of the lot. Bear in mind pre 6th when these guys all just counted as skimmers, it had the same cost, but had a permanent 4+ invulnerable, and for apoc rules was the only one of this choice with AA mounts.

Long story short – as everyone knows the Vendetta is disgusting,the Necrons are pretty good and the Eldar are being screwed again.

Nothing new there then

Friday, 10 August 2012

Best of BoLS

So yeah, i'm now doing painting spotlights for the front page of BoLS now

Go check em out!

Wednesday, 8 August 2012

Watch other space....

I just got accepted to co-write and post a series on a slightly bigger more well known gaming blog. out

Monday, 6 August 2012

3 Eldar Lists - Decision Time!

Some of you may know that the UK GT is pending (in a month or 2) -If you're interested there are still spaces left

I'm going to the Brighton branch. Normally I wouldn't go in for these kinds of comp, but I like the Brighton crew and enjoy a good comp!

So....i'm thinking of Army lists (early I know, but if i need to buy or convert stuff i want to get started early). Got 3 contenders at this point for army lists

List 1 - Fliers!
Wraithseer, Star Cannon
5 Pathfinders
5 Dire Avengers
10 Dire Avengers
Wave Serpent - Twin Linked Lances
3 Wraithguard
Fast Attack
Hornet, 2 Scatters
Hornet, 2 Scatters
Heavy Support
Phoenix, Nightfire Missiles
Warp Hunter
Warp Hunter
Defence Line + Quad Gun

List 2 - Allies!
Farseer, Spear, Both Runes, 3 Cheapest Powers
Wraithseer, Star Cannon
5 Pathfinders
10 Dire Avengers

Wave Serpent - Twin Linked Lances
3 Wraithguard
Heavy Support
Warp Hunter
Warp Hunter
Defence Line, Quad Gun
Allied Detachment
Marine Captain, Power Sword Bolter
10 Marines, 1 Flamer, 1 Missile Launcher
Contemptor Mortis AA Dreadnought with 2 Assault Cannons

List 3 - Wraith Attack!
Wraithseer, Star Cannon
Bel-Aneth (Named Farseer IA11 4th Heavy Slot)
7 Pathfinders
6 Dire Avengers
7 Dire Avengers
Wave Serpent - Twin Linked Lances
3 Wraithguard
Fast Attack
Hornet, 2 Scatters
Hornet, 2 Scatters
Hornet, 2 Scatters
Heavy Support
Warp Hunter
Wraithlord Lance
Wraithlord, Lance and Sword
Wraithlord, Lance and EML
Defence Line + Quad Gun

The 2nd and 1st list could lose the Wraithseer and Wraithguard for 310pts. Could be used for a 2nd Farseer, or expand the troops options (or give option 2 some Hornets - I do like my Hornets).

Somewhat ironically the 3rd list is my favourite, but likely the worst. It lacks the physic defence of the other 2 lists (named Farseer doesn't have the good runes) and its only got 1 AA defence.

I dunno. I like them. What are other folks thoughts? Just incase you don't know, I like the Wraithseer (but must take Wraithguard to take him). I like Warp Hunters, and am keeping one in list 3 for some AP2, antihorde power.

Tuesday, 31 July 2012

Quick Look at the new FW Aeronautica book

I like fliers.

And by that I mean I like all the models (even the storm bricks), and liked how they worked in Apoc and as "skimmers" in 5th. I'm not sold on the rules for them in 6th, as they seem to be a little too good

Take the Valkyrie (or the Vendetta). They were cheap when the codex originally came out just as a skimmer, but now they're only hit on 6's (instead of normal BS). Having smaller turns, and having to move a min distance AND having to come on from reserve helps, but still...take a Master of the fleet and you can all but guarentee he turns up turn 2.


Enough on that, i'm here to talk about actual fliers, those in the new aeronautica book from FW.

Its a good book, particularly if you want to use your nice FW toys in a 6th edition environment. The rules I'll get to soon, but first the "fluff" scenario in it.

Taking place on a swamp agri-world a workers rebellion is joined by the forces of chaos marines and battle the guard and towards the end Star Phantoms Marine Chapter. Aircraft feature heavily due to the overgrown nature of the planet. Its a decent read, but is likely just a nice easter egg to go with the rules


Imp Navy - Thunderbolt, Lightning, Aquila, Vulture, Valk Sky Talon, both Marauders, Arvus, Avenger Strike Fighter

Imp Guard - Manticore (AA Varient), Weapon Platforms, Praetor (AA Varient) and Sabre Weapon Platforms

Marines - Storm Eagle, Caestus, LR Hyperios, Whirlwind Hyperios, Thunderhawk (Gunship and Transport) and GK Thunderhawk, Land Speeder Tempest, Contemptor Dread (AA Mortis), Hyperios Weapon Platforms

Orks - Fighta-bomma, Attak Fighta, Flakk Trukk, Flakk Battle Fortress, Flakk Trakk

Eldar - Phoenix, Nightwing, Lynx, both Vampires, Fire Storm

Nids - Harridan (isn't a flying gargantuan creature though. Just a GC that can move as a flier)

Tau - Barracuda, Tiger Shark (both varients), Orca, Manta and Remora drones

Necrons - Pylon (gains Interceptor as well as AA.....ouch)

DE - Raven Strike

Chaos - Hell Blade and Talon, Dreadclaw and Blight Drone

As an Eldar player, theres not much difference in my units as to what was in IA11. They've gained a few rules as per the FW FAQ (Strafing Run on Phoenix, Agile on Nightwing)

I can't say how different some of the other aircraft are, as I don't have all the old books. Marines and guard definently get a lot of good ground AA defences, and the new Avenger Strike Fighter seems very good. Its also takable by Sisters, giving them some airpower without allies

Whats interesting are the rules for aircraft over a campaign and a campaign map with scenarios for capturing the capital city and moving across the map.

Rules like the ability for aircraft to gain "ace" levels, and pilots to survive being downed. The ability to perform maneuvres (no you can't do a barrel roll) seems a lot like the Aeronautica Imperialis rules from the smaller specialist game, just not as complex.

Overall i'd rate the book 7/10. A good read, very useful for the old fliers, but not sure HOW different it is to those in the past to make it an "essential" buy. Those with just Nids or DE or Necrons might want to save their money (although the Necron pylon has taken a change)

Sunday, 29 July 2012


Back from Southampton Solents tournie.

Definently my best tournement placing and performance

1) Game 1 - Tabled a BA player
2) Game 2 - Nearly tabled Space Marine player, still won
3) Game 3 - Deathwing, very hard fought draw
4) Game 4 - Necrons, with 4 fliers. Me with none. Lost, but came down to only 1 Ld test and it might have been different
5) Game 5 - Space Wolves - Tabled him

So 3 wins a draw and a loss...pretty good showing for me.

Few things came out of it. Defence lines with Quad Guns are a must i think. Fliers are just incredibly overpowered unless you have AA options for every army. And a Necron army with 4....a Blood Angel army with 3 Stormravens (thank god I never faced that) just demolished everything. A nid army and deamons with 4-5 flying monstrous creatures. Stuff is just damn near impossible to deal with

And mindshackle scarabs are the most bent fucking things that have ever existed. 2 of them in one squad....more stupid than anything

Wednesday, 25 July 2012

Back from Holiday with Withdrawl Symptoms

So back from my 2 week holiday

And I am having no hobby withdrawl symptoms! Need to paint something!

Luckily I've got a 1500 point tournement this weekend coming, and the opening of a new gaming club here on Friday, so hopefully I might have a chance to get regular games in soon

Friday, 6 July 2012

Pre-Holiday Thoughts on Wreckage and 6th ed games

Off on Holiday! 2 weeks of sun (and DisneyLand)! Really need this time off

Pictures are of my last project before I go away. Crashed valk to bulk up on the scenery.

Had a game or 2 of 6th now. I enjoy a lot of it, but to me its not a hugely different game. I've always been a shooty person in games, not a stabby. I've never abused wound allocations, so no change there. So a lot of changes don't have a huge bearing on me

I do like the new powers choices, and have found them to be really effective. Things like guiding Pathfinders that ignore cover, or a unit that gets assaulted by a monstrous creature getting an Invulnerable to slow it down massively.

See you all in 2 weeks! Got my first 6th ed tournement a week after I get back, so got that to look forward to!

Thursday, 28 June 2012

6th Ed - Physic Powers

Recently I listed a few things that the success of 6th ed rested on with me. One of them was Physic powers. We now know what they are (my post with the on BoLS lounge here)

I want to talk about the 2 I will have access to - Divination and Telepathy (none for DE or Tau, and likely allies at this point on top are Orks...also none)

At this point these seem the natural evolution of Eldar powers. Not so much direct at the enemy, but acting as a force multiplier to make your units better than their whole.

1) Primary target unit rerolls failed hits - Guide as it is in the Eldar codex. Great power, might be the "signiture spell" of this discipline guarenteeing you can always have it.
2) Psyker and unit gain counter attack and get full BS for overwatch - Full overwatch BS is best here. Even just with pistols and the couter attack (assuming no major changes) can allow you to bounce back against an Assault 
3) Target unit gain 4++ - Great for tough units that attract lots of firepower (wraithguard anyone?)
4) Target unit must reroll passed armor saves - With the loss of AP2 CCW this could be great combined with weight of fire to kill a unit - Particular terminators
5) Psyker and unit ignore cover - I assume this means for the purposes of shooting. Could be good against fast units, anything buried in cover. So if your enemy brings an Aegis Line, consider it
6) Psyker rerolls failed failed hits, wounds and armor saves - Fortune+++. Rerolling saves and all hits and wounds? Seeing as most pyskers in the eldar dex wound on 2's that not so good. But we don't get many attacks, so can make sure more hit. Cast this on yourself then call a challenge...should be able to put up a fighting chance...assuming hes not in Termy armour 
7) Psyker roll 3 dicechoose the result you want when rolling for reserves, outflank and mysterious terrain - Almost always guarentee you get all your reserves when you want them, on the edge you want AND don't get stung too much by terrain. Does this mean when the pysker enters terrain or any of your units?

1) 3d6 - target leadership wounds to target unit - don't really understand this. assume it means a set number of shots, using the targets Ld to wound?
2) Target unit has to make leadership roll or do nothing - Just sounds like a pinning test
3) Target freindly stops falling back and gets fearless - Helps guardians without an Avatar
4 ) Hostile model makes an attack as if it owned by psyker - I assume this means shooting attacks. Use that melta gun to toast their vehicles....depending on range
5) Target hostile losses fearless and treats all units as fear causing -Take that demons. And forcing Ork hordes to run!
6) Invisibility gains shrouding and stealth, hostiles charged by this unit lose counter attack and fight at WS 1 - Get your assault units there safe (+2 cover save) and make them hit even harder 
7) Enemy unit roll on table 1-2 unit pinned, 3-4 cannot run, shoot or stirke blows 5-6 attack own unit - Getting GK to attack their own units? Can probably kill half a unit a time with this...

Want a unit really dead? Take 2 Farseers. One with Divination, one with codex powers. How long will a unit thats been doomed, forced to re-roll succesful save and being shot at by a unit thats guided going to last? Rerolling hits, wounds and succesful armour saves  *evil grin*

Full BS for overwatch and Counter attack on a unit of Wraithguard, with Invisibility cast on them. 2+ cover in area terrain or ruins, with full BS on their AP2 guns and counterattack.....

Wednesday, 27 June 2012

Thoughts on Eldar List coming into 6th...

This is the list i posted a little while ago. Its been good and fun. But with some of the 6th ed rumours....i'm thinking of some changes.

HQBel-Annoth - Named Farseer in IA11 (gives me 4 Heavy Slots!)
Wraithseer with Star Cannon

8 Dire Avengers in Wave Serpent, Twin Linked Lances
6 Dire Avengers in Wave Serpent, Twin Linked Lances
5 Dire Avengers (this might squad, or rangers maybe)

3 Wraithguard

Fast Attack
1 Hornet, 2 Scatter lasers
1 Hornet, 2 Scatter lasers
1 Hornet, 2 Scatter lasers

Heavy Support
1 Warp Hunter, Holofields
1 Warp Hunter, Holofields
1 Wraithlord, Lance
1 Wraithlord, Lance and Wraithsword

Now anything i talk about below are hypotheticals and i'd need to check the points and stuff later (after the rules are known in full as well)

Drop 1 Warp Hunter and lose the Holofields on the other (unless the FAQ makes them useful)
Add Another Wraithlord :D
Lose the Small Avengers squad, and one of the Wave Serpents
Replace with Pathfinders
Sqn up 2 of the hornets, free up a fast slot
Add in a Night Spinner into that fast slot

Reasonings - Vehicles are dead. Not entirely, but Av12 is not going to be very good any more, and I think T8 MC's will be, now they also get impact hits (only one....but still free attack!). Chances are new Wraith will feature lance and scatter laser. army with 4 Wraithlords? Mean!

Pathfinders can still find 2+ cover in ruins, and the addition of 6's being nominatable wounds on top of Pathfinders ability to make them AP1....with the decrease in cover, this could be great for picking out missile launchers and melta guns.

The Nightspinner keeps the anti horde blasts I lose from dropping a Warp Hunter. It also slows down units with its difficult terrain and dangerous tests.

Massed scatter lasers might be able to handle most fliers, but massed guard fliers will hurt.

Monday, 25 June 2012

Wraithlords and 6th ed thoughts

Finished! One more Wraithlord in the bag....and plans underfoot for the next one...

So....6th ed. Its out the bag now. Rumours are heading in thick and fast and a lot are confirmed by WD. I'm lucky neough to have managed a preorder for a Gamers Edition, which have now sold out in the UK!

6th's success will come down to 2 things for me, neither of which we know yet;

- How exactly allies work? Can you for instance take 4 Hvy Slots in an army with allies
- What are the physic powers on the cards? And how does selecting them work?

A lot of other things have worried me;

- Grenades throwing (bad news for MC?)
- Being able to choose to run away from a MC combat you can't wound (better be a drawback/option to catch you)
- Hull Points make vehicles really weak (2-3 glancing hits to kill?)
- Challenges - How exactly?
- Most Power Weapons becoming AP3 makes Terminators VERY VERY hard
- 5+ FNP hurts Dark Eldar very hard

Hull Points is a big one. Makes 35 points for holofields stupid if you can only take 2-3 hits anyway. All Eldar vehicles are VERY overpriced now. Reconsidering my list

Things that encourage me;

-Fliers. Eldar with a permanant 4+ save are going to be win
-  Skimmers. 12", fire everything, and get a 5+ save
- Perils of the Warp - 1 auto wound, no saves. Makes Eldar runes WINNING

But will just have to wait and see on Saturday. Sunday for me due to family matters. Joy

See you on the other side

Tuesday, 12 June 2012

Obligatory 5th Ed Lookback

It’s kinda compulsory right now by the looks of it. 6th edition is upon us, and 5th edition is being looked back with that hindsight eye. With a lot of rumours around 6th ed, it sounds more and more like I won’t want to play 40k in this edition. So let’s look back at the edition that to me, worked just fine

I started in the dying days of 4th. Apoc had just come out, so I think that was about 9 months before 5th. So 5th is my first real edition.

 Under the reign of 5th I’ve grown my armies from 1 to 3 (adding Tau and Dark Eldar to my listings) and have grown a lot as a player and a painter. I’ve started going to local competitions, not to have any hope of winning, but to play new people, with new scenery. I've come high in comps and come low. I've played against every army out there (except Templars). I'm sure my experiences aren't the same as everyone else ( for example in my encounters most Space Wolf players have no sense of humour, ALL necron players i've played cheat like hell) but i've had a good run

 5th ed is (of my experience) the 2nd best of all rule sets. The first was the “leak” 6th ed rules, which I would have played a lot of, just cos they worked so well.

I’m not gonna say anything else. Everything else worth saying has already been said by people with more readers and more eloquent form than me.

 All that remains for me to say is Goodbye 5th ed. You were brilliant. And who knows, in a few months’ time we might meet again if 6th ends up the unplayable bullsh** it seems to be in the rumours

Thursday, 7 June 2012

E3 - The Good, Bad and Ugly

My E3 roundup

This is taking the form of a good, bad and the ugly style, but it is limited to my opinion. I make no comments on PS3, PC or handheld games, nor their commercial success or targets. These are purely from my opinions on games I’d want. So some stuff will be missed out. Deal with it.

THE GOOD I’ll open this up with “Watch-Dogs”. Everything I’ve seen thus far, my game of the show. Original, unique and looks hella fun. I have no problem with sequels or rehashs, but this look genuinely unique and brand new. Want
Hitman Absolution – Always been a big hitman fan, the in game stuff from this year puts aside the worries from last year’s E3 vid that it was going the way Splinter Cell was going (more on that later) and going action not stealth.
Quantum Conudrum – Could be interesting, so will need to keep an eye out on it. But I’d need to see some more in game stuff to work out what the hell is going on
Sleeping Dogs – I liked the first True Crime even through all its major issues. So this is looking promising
Need for Speed – MOST WANTED. Yes. A true most wanted game, made by the guys who made Burnout. The best NFS made by the makers of the best racing game ever (Burnout Revenge FYI). As long as it doesn’t have the ridiculous rubber-banding and bias that Hot Pursuit has it will be something magical
Star Wars 1313 – What I’ve seen looks gorgeous, but not great from gameplay. I’ve been told its similar to Uncharted on the PS3, but I’ve not played that so wouldn’t know. I’m excited for it though. I just have 2 questions – Which period in Star Wars history is it set? And does “mature Star Wars game” mean boobs, blood and bleeps, or a deep story with real decisions?
Tomb Raider – Looks fantastic. Can’t say much else.
And then the assorted others – FarCry 3, Assassins Creed 3, Halo 4, Forza Horizon

Splinter Cell Black List – This game really belongs in good. It looks great. It looks like I want to play it. But its not splinter Cell anymore. Chaos Theory was the pinnacle of Splinter Cells. Double Agent mixed in more action, but left some stealthy hide in the shadows gameplay. Conviction, more action, less stealth and that mark your targets gimmick. Blacklist, we saw no stealth and just running and gunning. Factor in the fact that Ironside isn’t voicing Sam anymore and I’m annoyed
Gears of War Redemption – Again, this belongs in the good. But its here because of one thing. The story is set 15 years before Gears 1. As a massive fan of the Gears universe the changes in fluff are inexcusable. 15 years before GOW1 would make it before E-Day. It would make it before the invention of the chainsaw lancer. It would make Cole still a Thrashball player, not a Gear. It would make Baird a Corporal, not a Lt. Also the “crimes” the squad are accused of in the trailer are far worse than what sent Marcus to the Slab in the universe. They carry the death penalty for him, and these guys are even worse? As a side, I like the gameplay, I like Baird and Cole so happy to see more of them, but the massive changes to the story are incredibly annoying.

Gaming companies still pushing fitness games and casual experiences over real games.

Wednesday, 23 May 2012

The reason for the price rise

Once you get over the standard rate of inflation, and expansion in the company what is the price rise caused by? The price of Oil. GW has to deliver its stock to its stores. It has to deliver them internationally, and to homes. It has to order in raw supplies and other bits. And transport isn't cheap. In the UK the price of petrol is up 5p a litre on where it was last year, and over double what it was 10 years ago. Crude oil, the source of 99% of all fuel sources was 71 bucks a barrell in 2010. It was $87 in 2011. Right now its somewhere between 90-100 a barell. Things are more expensive becuase the world is more expensive. Other companies aren't charging more as they don't have the infrastructure. PP or Dust don't have to ship to stres, they can just drop orders off and let someone else deliver for them.

Friday, 18 May 2012

Weighing Eldar Lists

I recently came back from a competition. I did averagely well (2,1,3) for me. So i've set on changing my list. Some stuff on the awesome. Some stuff is decidely not. First of all my old list; HQ Wraithseer. D Cannon – 225pts Farseer – Guide, Fortune, Runes of Warding, Spririt Stones, Singing Spear – 143pts Troops 10 Wraithguard with Spiritseer with Enhance and Singing Spear – 399pts 10 Dire Avengers - 120pts Wave Serpent – Bright Lances and Spirit Stones - 145pts 10 Pathfinders – 240pts Heavy Support 460 Warp Hunter, Holofield 160pts Warp Hunter, Holofield 160pts Fast Attack 1 Hornet, 2 Scatter Lasers 85pts 1 Hornet, 2 Scatter Lasers 85pts 1 Hornet, 2 Scatter Lasers 85pts Now unit by Unit; Wraithseer - Seriously win. Killed untold amounts. Will remove the D Cannon and give it a star cannon instead though. Wraithguard - You need to take a unit to use a Wraithseer, so I went all out and went up the max. Big mistake. Unit costs 399pts. I don't think they even made back that many points in total across 6 games. Stripped down to minimum for next time though. Pathfinder - Brilliant at objective holding, but even when guided never acheived a lot. Cover is too prevalent. Warp hunters - Win on a stick. Definetly using these. Same price as a Fire Prism, but better against nearly everything, doesn't require a 2nd tank to be brilliant and doesn't need LOS. Hornets - Again win. Excellent at shooting or just buzzing around being a nuicance. No cover? Scout move, flat out 4+ save! So changes. Theres 2 possible ideas i'm going with. The one consistant thing - the Wraithguard are going down to bare minimum 3 guys. LIST 1 - Down to 3 Wraithguard - Named Farseer from IA11 - Use his powers, get another heavy support slot, get 2 wraithlords, both with Lances - Probably strip rangers down or remove completly - Another Wave Serpent with Avengers Pros - 3 Monstrous creatures, 4 tanks, 3 light skimmers is a threat Cons - Named Farseer doesn't have Runes of Warding or Guide. List 2 -Down to 3 Wraithguard - Double up the Hornets (3 squadrons of 2) - Use left over points on troops (maybe split into 2 ranger groups, or cut one down and squeeze in Avengers in Serpent or Guardians with Weapon Platform Pros - Hornets are great. 3 sqn's, with 16 S6 shots at BS4 a turn each will hurt nearly anything Cons - Less large target saturation, needs another £100 on FW. And i don't get to use my new awesome Wraithlord Chances are i'll buy 3 more hornets (the rules are awesome, as is the model, and if I magnetise the weapons can be swapped out for Pulse lasers in Apoc games (12 S8 shots will thin any void shields)

Monday, 7 May 2012


With 6th ed implying that Fliers will be rather important, figured it was time to get my DE their first. Hes been sat based, but unpainted in a box since they got released, so it was time to come out Reasonably happy, would have liked some more detailing onto the wings, but couldn't decide on a pattern. I've used the Red of my Bikers with the Blue of my Kabal as the pilot remembers where he came from.
Mor epictures can be found on my thread on BoLS as with all my stuff. GO be friendly! Now 6th ed. I've made my stance on it reasonably clear on the threads on BoLS that i'm heavily against a lot of the new rumours. It also sounds like it'll be released on the 7th July. Which is bad for my cos I fly out on Holiday on that Saturday morning. Least by the time I'll get back everyone will have lots of experience and posts on it!

Wednesday, 2 May 2012

Updates will now resume

Trying to post more...but can be hard to think of something to say! Most my opinions seem to come out on the BOLS forum - Always recommended looking in there! Anyways. Wraithlord Number 6!
Since this was taken I've tidied the knees up a lot. Hoping to get him sprayed soon, but as anyone else in fair Britania knows....its a bit wet out there, and since moving I don't have a sheltered outdoor place to spray anymore. So got to wait for it to dry up a bit So spending my time on other things. All these new flier rumours ahve got my ass in gear to start painting one of my two Razorwing fighters. So far its just based, still trying to work out a marking for it to break up the nice flat areas, like the "tribal" art in the DE book. Have had it suggested to try a Wych pin up girl on the side, but think thats out of my reach...

Thursday, 12 January 2012

IA11 - Unit by Unit summary

A couple of people have asked me, in both messages, forum posts and comments on the post on BoLS front page about the Corsairs in IA11.

I’ve written my review as many people have seen, and Gotthammer has also written an excellent review (found here). He makes a few points I missed and I heartedly recommend giving it a read.

But I’ve been asked a lot about the Corsairs army list, so I’ve written a more in depth review of the corsairs to give people the idea of the army and inform them if they want to make the admittedly pricy jump into buying the book. I’ll admit, since the FW FAQ the book isn’t quite a good for me now (I’m not a fan of MSU armies), but it is still a great book. But without further adu, the Corsairs of IA11. This is not a review in strictest terms, more a detailed summary of the choices for those out there to make their own decision off of.

The HQ choices in a corsairs list are a small group, especially compared to multitude of choices in modern codexes. No named characters (something I feel is a missed opportunity to detail the most prolific Eldar space pirates in the galaxy) and only 2 basic choices. You have a Corsair Prince and a Void Dreamer.
The Corsair prince is the combat choice. With a very similar stat line to that of a DE archon, his cost of 100 points basic is quite good. Able to take a long list of CCW’s (Harlies Kiss, Power Weapon and a Void Sabre (+1 Strength and Rending)) and ranged weapons (Lasblaster – the default weapon of Corsairs. Strength 3, AP5, 24” Assault 2 and Fusion Pistol.). Can also take Melta bombs or Haywire grenades, as well as the corsairs jet packs. He can also choose between 3 types of invulnerable save, a personal 4+, a 5+ save for himself and hit unit in CC and the DE Shadowfield 2+ until failed. His special abilities grant 3 units in the army deepstrike, as well as a one off unlimited range shooting attack that is either a strength 9 AP2 5” ordinance lance blast, a S4 AP5 Ordinance pinning blast, with a blast of 6 + D6” or a shot that works equivalent to the Necron Solar Flare, making the turn nightfighting.

The Void Dreamer is the physic choice, similar stat line to a Farseer. Starting at 70 points he can be armed with a lot of weapons as well (Power Weapon, Void Sabre and Witchblade). He can also take a neural shredder, a Strength 8 AP1 flamer, that rolls against Ld not T. It also inflicts an auto penetrating hit against vehicles, but only rolls D3 on the damage table. He can use one physic power a turn (2 if he takes spirit stones). These power are either Soul Scry, the ability for one elder unit in 12” to reroll all failed Ld tests for the turn, SpiritShield, nullifies physic powers against the unit on a 4+ and grants defensive grenades against any deamon or pysker and Withering Radiance, a 12” shot that does D6 hits at a strength of 10 minus the units toughness of an AP of 2.

The final choice to mention (even though they don't take up a HQ slot) is a Sworn Blade retinue for the Prince. 2-5 guys, Eldar Aspect warrior stat line with an extra attack, but lower Ld. Only allowed one of thse units per prince in the army, but don't take up a slot. Every guy comes with a CCW and a pistol, but everyone can choose to swap them out for a lasblaster, a shuriken catapult, a fusion pistol or a Power weapon. Can also take Meltabombs or Haywire grenades and jump packs. So theoretically the unit could be 5 guys, all with short range melta pistols, flying round in a venom (to be discussed in a bit)

Which bring us to Transport.

There are 2 types. Venoms and Falcons. Both well known to everyone, the only difference is the Corsair Venom. Instead of splinter cannons it comes with underslung rifles and a cannon, which can be swapped out for all Eldar heavy weapons, except for a Lance. It can also be given all Eldar vehicle upgrades. The Venom starts at 45 points, meaning you can give it holofields and nearly double its point cost. Thanks to the FAQ, the Venom can carry 5, and the Falcon only 6 now.

Next up to bat is the troops choices. 4 choices (now thanks to the FAQ) here.

Easiest is Rangers from the Eldar codex. But you are only allowed one squad.

Next up is the namesakes of the army, a corsair squad. With a statline somewhere between guardians and aspect warriors and 9 points a pop and armed with a lasblaster, these guys will be the rank and file of an army. The army must have a unit of these, and you would be mad to not take multiples. For every 5 men in a squad you can have a flamer or a fusion gun, as well as a Shuriken Cannon or EML. And again the whole squad can be given jump packs. However the jumppacks are a purchase for the whole squad, so you get better value out of them with a bigger squad. If the unit takes jump packs they can't take a transport, but being fast moving an relentless with a heavy weapon can't be a bad thing

Then you have Wasps. Warwalkers, without open topped, with the same weapons and upgrades an also given jump jets. These mean they are treated not as walkers, but jump infantry for moving. They also grant a 12” jump in the shooting phase which means they move fast and grants a 5+ cover save. The only downside to these units is that they are limited in number (in a troops slot, and their number of squads cannot exceed the number of squads of Corsairs) and the fact that despite being troops, vehicles can’t claim objectives.

Finally we have corsair jetbikes, again identical to those in the Eldar codex, but with a higher BS, and cost 3 more points.

Next are the ELITES.

Of the 4 choices, 3 are already known. Harlequins (identical to those in both Eldar books – except they can now take a Corsair Venom as a transport) as well as the options to choose a squad of Kabalite Warriors from Dark Eldar codex (along with transport options) or a unit from any Elites or Fast Attack section in Codex Eldar. These allied Eldar and Dark Eldar also come with the same rule as Wasp Walkers. You must have more Corsair squads in your army than you do allied units.

The only new elites option is the a Voidstorm Squad. Aspect Warriors statline, 12 points. Armed with CCW and pistol, as well as grenades and a jetpack. The also have a 5+ invulnerable in CC. One in 3 guys can swap out his weapons for either a flamer, a fusion pistol, a fusion gun or a power weapon. Interestingly unlike most other unit, there is no squad leader upgrade for this squad.

Next up is the Fast Attack choices.

The foremost of these for me is the Nightwing finally getting repointed to an appropriate level. Identical to the one from the Apoc book, it now costs only 145 points. All the usual shiny rules for a flier in normal games (aerial assault, supersonic) and also states it counts as a flier in Apoc.

Other options are Hornets, identical to those in Apoc v2, and make good harrying units (3 guys, 6 scatter lasers, 36 S6 AP6 shots a turn for 255pts? Yes please)

And the final option is the Nightspinner. Identical to the Eldar one from WD, it is now in the fast slot, making it more viable now it’s not fighting for a heavy slot

And last but no means least we get to Heavy support.

Again nothing new here. The Warp Hunter from Apoc v2 is still the same, and still very dirty. The Firestorm AA tank from the apoc books is also here, also still the same.

The final choice is a Phoenix bomber, now made much cheaper (225pts...) its still pricey but has a lot of bang for your buck. Standard flier’s rules apply, same as the Nightwing, but now it has the option to swap its pulse laser out for a TL bright lance or a TL starcannon. The other new option is the option to swap out your missile launchers for nightfire missiles for 10 points. This means instead of 6 S5 AP3 shots, you get 6 S5 AP5 shots, which are blasts, pin and ignore cover.


Overall the codex offers a lot of choice. It may seem that lots of units aren’t new, but the recosting on some key units, and the ability to play them together is. Some units are going to be essential (the Warp Hunter in my opinion is one of the best tanks in the game) whereas some probably will not see any action (Firestorm tank – Way too expensive for what it is).

Written 2 different army lists below at 1750 points. See what you think

Void Dreamer – Neural Shredder
Prince – Fusion Pistol, Void Sabre and Shimmer Shield
Retinue – 4 guys, all with fusion pistols and CCW with ded transport of Venom with scatter lasers and holofields
6 Corsairs, fusion gun one upgraded to felarch in a Falcon with Lance, Holofields and spirit stones
6 Corsairs, fusion gun one upgraded to felarch in a Falcon with Scatter Laser, Holofields and spirit stones
7 Corsairs
3 Wasps with 2 Scatter Lasers each
Warp Hunter, Holofields
Warp Hunter, Holofields

This is my current list. It seems to work from what little I’ve played with it because it suits my style. A different approach might be;

Prince, Fusion pistol
Retinue – 4 guys, all with fusion pistols and CCW with dedicated transport of Venom with scatter lasers and holofields
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Kabalite Warriors, Blaster with Dedicated Transport of Venom with 2nd Splinter Cannon
5 Kabalite Warriors, Blaster with Dedicated Transport of Venom with 2nd Splinter Cannon
Warp Hunter, Holofields
Warp Hunter, Holofields
Warp Hunter, Spirit Stones and Cannon

Like I’ve said I hate MSU armies....but although thats a lot of KP, it could be very painful. Its a LOT of fast moving armour melta, and once anything that was in a vehicles isn’t any more, either through long range missile fire or short range melta, the warp hunters and DE venoms can quickly mop up infantry. Its also a lot of investment, particularly if you do it properly with all the FW conversion kits.

One final list, one that’s a bit sneaky, but with Fliers being the new way to go...why not?

Void Dreamer
Corsair Squad of 5
Corsair Squad of 5
Corsair Squad of 5
Phoenix Bomber
Phoenix Bomber
Phoenix Bomber

That’s using 3 nightwings in Fast Attack slots from the corsairs list, and using the fact that the nightwing is now a Fast Attack choice in an Eldar army thanks to the FAQ, using the allies elites slots to bring 3 more in.
It almost certainly would suck on the table top....but it’d be impressive to see 9 aircraft in a 1750 point game...