Showing posts with label Games Workshop. Show all posts
Showing posts with label Games Workshop. Show all posts

Friday, 11 April 2014

Codex: Astra Militarous – at a quick glance.





Well I’ve got my hands on the Imperial Guard Codex and this one is a double edged sword. Overall I’m impressed and excited at most of the changes, but I’m a little saddened by a few.
First off let’s talk about the quality. I’m not a big fan of these hardcover books purely from a logistical point of view. As a Guard player I have a trillion models, templates and dice to move to, from and around tournaments and I found my flexible paperback codex so much easier to stick in a bag or pouch. It would fit in tight spaces with a little encouragement! The new book is a little, well, rigid. Now is this a trade off to a gorgeous full colour book, absolutely! From cover to cover this master piece has style and pizazz. There are some new illustrations and a few of the best have been reused, which is OK by me. There is a healthy fluff section at the beginning, which I haven’t had a chance to read yet, followed by Regimental Colours the show case of the Citadel range for Astra Militarum and finished with the Hammer of the Emperor a comprehensive army list and a handy foldout quick reference guide at the back (that doesn’t get all bent up like the early hardcover books). Overall quality is there in spades. My only real criticism is that I expected it to be a little thicker for $83AUD retail, for a models company GW do charge a lot for their books.


Now let’s look at what’s missing. And there are a few omissions that will sadden people, but there always is lately.
Guardsman Marbo from the Old Codex
First up we have Guardsman Marbo. Rambo of 40K has bit the dust it appears. This doesn’t faze me too much, but I had just converted up a model for a counts as which I’ll have to shelve till I work out what to do with him. This is a interesting move on GW part as they do have a current model for his rules. So this may point to two things; Data Slate: Marbo with new model or Marbo is truly gone for good.

Next we have Penal Legion. These guys didn’t have current GW models to support their funky rules but I thought they were cool, I’ve fielded counts as a few time. As sad as this is on reflection it’s not surprising. With the ‘legal issues’ GW has had over the last couple of years it’s understandable that they have caned these guys as there a few third part manufacturers out there that make magnificent Penal Legion models, Victoria Miniatures is one.

Then we have the loss of almost the entire artillery entries, only leaving the Basilisk. This was a bit of a shock as even though they didn’t have GW model support, Forge World had these entries well and truly covered. People with these models will now have to rely on the AI books to run the suckers. Alternatively a couple of Guard players I know are going to run their Griffons as counts as Wyvern Batteries.

Here’s the positives; Orders! There are new orders and they are fantastic. Obviously I haven’t play tested them yet but these new orders open up some interesting possibilities that will be a thorn in the side of many a player. I especially like the look of 30 man blog of guardsman in rapid fire with precision hit! The way I run my blobs that works out to be 39 lasgun/laspistol, 6 plasma & 6 auto cannon shots all allocated to the most sensitive models. Of course the other orders have there some very interesting possibilities like being able to shoot and then run would give your heavy weapon squads some mobility while still shoot at full ballistic. Nine orders in total give some great flexibility to our Guard.

Bullgryns. Well these are ‘interesting’. Not sure if I’ll take them in a competitive lists but these as
well as Ogryns will make an appearance in my social lists from time to time. Unfortunately they are still ridiculously over points costed so they probably won’t see much lime light.

Wyvern Battery
Wyvern Batteries. These bad boys are the new ‘tank’ for the Guard and probably a replacement to all the lost artillery. Just having a glance over them they don’t look too bad, in the long run I’ll probably pick up at least one of these suckers probably 2.

Then there is all the new Militarum Tempestus stuff (better known as Strom Troopers). The only difference from the Codex: Militarum Tempestus that I could see was that they have justly been relegated to the elite slot. This will change up how I run my Storm Troopers and I will miss the Special Operations rules they had, but still looks cool.

Tank Commanders; with a side of orders. I haven’t thoroughly read these rules but at a glance it looks like you could possibly run a full Leman Russ squadron with a Tank Commander as a HQ choice and then run three full Leman Russ squadrons as Heavy Support options, that’s a total of 11 Leman Russ tanks (points permitting) in a single force org chart. And the Tank Commander gets tank specific Orders. More tanks anyone?

A few other change ups include:

Ratling now have the Shoot Sharp and Scarper rule, enabling them to shoot and then run in the shooting phase. Handy

Astropaths are now level one psykers that take a power from Telepathy.

Officer of the Ffleet can now both add +1 to your reserve roles or -1 to your opponent’s roles, after the Officer passes a leadership test.

Chimeras now only have 2 fire points but gain the Lasgun Arrays rule, basically allowing an embarked Veteran Squad to fire 2 special weapons at their ballistic skill and 6 lasguns at the chimera’s ballistic skill.

There is a tone more in the book but I haven’t gone through the codex thoroughly enough to give it justice so I’ll leave the codex there and end on a review of the new Orders Cards.


Well the Orders Cards are a waste of money in my opinion. The quality is downright dreadful. The Trimming is not even centred properly, the cards are too big to be practical they could have been two thirds the size maybe even half the size and still have room for ‘all’ the information. I got a pack on a whim and I certainly won’t be getting another pack. I recommend steering clear of these suckers.

Finally if you think I’m on track here or gone off the rails let me know. I welcome all your feedback.



Monday, 7 April 2014

Have rumours clouded my judgement?... Codex: Astra Militarum pre-release thoughts.





The coming weekend see my beloved Imperial Guard get a new Codex, and new name. Codex: Astra Militarum! First off I feelings of displeasure towards the name (I dislike saying that I hate’ anything) and from here on in I will refer to Imperial Guard as, you guessed it, Imperial Guard just how the Emperor intended!

Over the last few weeks I have been glancing over the rumours surrounding the upcoming release of their new codex. And frankly they have annoyed me. Actually all rumours annoy me. The need to speculate about things you have no control over strikes me as an exercise in pointlessness. I rarely buy into what people are ‘guessing’ about what’s coming up. But the issue I’m finding with these rumours is that they are hitting a little close to home.

Penal Guard 10 Man Resin Squad
from Victoria Miniatures
I find myself almost believing them and getting riled up at GW for ‘ruining’ my army. The latest effort was this one from Bell of Lost Souls. Apparently GW has removed a large selection of rules pertaining to models I was intending on acquiring, namely the Penal Legion Squad amongst others. Ever since I stumbled upon the Victoria Lamb Miniatures rendering of the Penal Legion I was dying to grab a set to run in my ‘fluffy’ lists that I’m known to build. Now every sinew of my anatomy is screaming out in angst for the impending doom of the poor down trodden Penal Legion, but with great resolve I’m pulling my self away from the precipice of ‘GW hate’ until these fears are confirmed on the weekend.

Never before has the bitter taste of bile threatened to extinguish the flames of enthusiasm I have nurtured for this hobby. Rumours be damned I’m still looking forward to the new Imperial Guard whatever form they appear in. If GW pulls a swifty and releases Codex: Penal Legion, I may in due course vent a little on that one.

Let me know what your feelings are on how the Imperial Guard are shaping up. I need to know if there is anything encouraging out there on the interwebs for Imperial Guard.

Saturday, 22 February 2014

Darling Downs Gamers' Club February 40K Meet

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Every 1st Saturday of the month The Darling Downs Gamers' Club hold a club 40K tournament down at Battle Station Toowoomba. Usually a 1500pt 3 round tournament using some form of comp. At the moment we are using the new Melbourne Comp system that is floating around the scene. Always a great day playing in a relaxed atmosphere at a friendly local gaming store. If you're in the area come on down or better yet hit up the Facebook page or d.d.gamers@hotmail.com for more information.

Unfortunately I'm rather slack and I've misplaced my notes from that day. If you recognize yours or anyone's armies let me know and I can update this post to give credit where credit is due. But one thing I did remember was I lost every single game that day... not one of my finer efforts to say the least.


Everyone gathering for the day's games.

The day's winning Dark Eldar ready themselves to do battle against my Guard.
Needless to say I didn't prevail, but I did take out his beast pack!

Blood Angles prepare for a Necron onslaught.

The stench of this Nurgle Defiler could be smelt clear across the room.
An exquisitely painted army nun the less.

Ranks of Blood Angels prime themselves for the a massacre of my Guard

Surrounded by Blood Angels my men had little chance.

The Red Thirst takes hold as the Blood Angels lay into my Guard lines.

This magnificently painted Blood Angel dud hangs back
while his men finish off my inadequate Guard.

Ranks of my Guard ready themselves for an Ork invasion.

An Ork Deff Dread tower over 3 Killa Kanz.

This Ork Battlewagon revs it's engines prior to battle.

Tuesday, 21 January 2014

Force Z 2014 #1… after the slaughter




Adam does an overview of the missions before each game kicks off.


Being the eager beaver I am I turned up at the venue nearly an hour early. The first to turn up from the 26 odd who played. One of these days I should realize that it only leads to being roped into helping set up. I honestly don't mind as the amount of stuff that TOs have to put up with is pretty staggering. It's the least I could do to help the day go smoothly.

The reason I've decided to do more one day, small point tournaments this year is the misguided perception that they are less strenuous on your legs and back. Boy was I wrong. When I jumped in my car for the two hour drive home my legs where jelly and my calves where on fire. I put this down to the fact that, although lots of chairs where provided in the spacious hall, I didn't start to sitting down until the dying  stages of my last game. I was so engrossed in all my games removing myself half a meter from the table to have a sit down didn't even cross my mind till my legs started to give out.

And what games I had! 5 games of fast pace fun! Even the last game where I ended turn 5 with not a single model on the board. I've enjoyed low point games but the combination of 750pts with the unique missions made the even more than your run of the mill tournament. And even though technically there was no painting requirements the majority of armies that turned up had beautifully painted armies. Unfortunately I didn't quite completely finished to 'my' table top standard but they did not disgrace me at all.

So I'll brake the reminder of this down into battles and outline how it went. At the end of the day I may even take this list to the next Force Z (but with small tweaks).

Battle #1: UPDATED ORDERS


The stage is set for an epic showdown between the fans of Chaos and stodgy Imperial Guard

Player:
Simon Gojkovic (of Tabletop Tourneys fame go here to see his YouTube channel - and hopefully a video of this game)

Army/List:
Chaos Space Marines
  HQ:
  Sorcerer w Lv 3 Mastery, Force Stave & Spell Familiar
  Elites:
  5 noise Marines w 5x Sonic Blasters, 3x Close combat weapons + Champion w Doom Siren
  Troops:
  19 Cultists w 2x Flamers + Champion
  19 Cultists w 1x Flamers + Champion
  9 Cultists w 2x Flamers + Champion
  Heavy Support:
  Land raider w Dozer Blades

Outcome:
Primary - Minor Victory
Secondary - Win

Thoughts:
Heading into my first game of the day I did not know what to expect. As soon as I realised who I was up against I was so please I stayed up till 1am the previous night to try and finish painting my army. Although they were not completely finished they would disgrace me in front of the camera.

The centre piece of Simon’s army was his Landraider modelled as a stage for his Noise Marines. It had to be taken out! I rushed my Melta wielding Devil Dog forwards only to be 1inch out of melta rang. Luckily it survived the lascannon onslaught and followed up with blowing it to smithereens next turn.

From there the game gradually turned for the worst for the Chaos. As the Noise Marines where whittled away by autocannon fire. The game ended in a minor win as I wasn’t prepared to gamble away units to secure the middle objective.

Honestly the dice where in my favour and I shouldn’t have pulled out the win. I used what advantages the dice gave me to good effect, whilst there where some tactical mistakes Simon and I discussed about that would have given Simon a better position to assault my main line and tie up my autocannons. This put me in an optimistic mood for my next 4 games.

Battle #2: THE HURT LOCKER


Space Wolves ready themselves to exact the Emperors Justice
upon a possibly innocent Imperial Guard regiment.

Player:
Jason Beasley

Army/List:
Space Wolves
   HQ:
   Rune Priest - 2x Biomancy/Divination/Telekinesis, Rune Axe. (Warloard)
   Rune Priest - Jaws, Living Lightning, Rune Axe. (Warloard)
   Troops:
   Grey Hunter Pack (9x Grey Hunters) - Meltagun, Drop Pod
   Grey Hunter Pack (5x Grey Hunters)
   Grey Hunter Pack (5x Grey Hunters) - Plasma Gun
   Heavy Support:
   Long Fang Pack - 4x Long Fang w/ Missile Launchers, Squad Leader
   Fortifications:
   Aegis Defense Line - W/ Quad-Gun

Outcome:
Primary - Draw
Secondary - Draw

Thoughts:
With a minor win from the previous game under my belt I was doubtful I’d come away from this match up without an ass whooping. But I was surprised at the final result of a draw all round. The highlight of the game and probably the only reason I didn’t get that fore mentioned ass whooping was the successful repulsion of a drop pod attack. With a very handy Autocannon intercept on the drop pod resulting in an explosion and leaving the Grey Hunter Pack left out in the open for a round of “First rank fire, second rank fire” from my main blob only left a rune priest to be moped up by some lasgun & missile launcher shots.

In the end another game that should of ended in a handy victory for the other side, but the dice and some tactics on my part kept me in the game.


Battle #3: SABOTAGE



This Eldar Spiritseer fails to foresee his crushing defeat,
but looks spectacular while doing it.
Player:
Chris Stratford

Army/List:
Eldar
   HQ:
   Spiritseer
   Troops:
   10 x Guardian Defenders - Heavy weapon platform w/ Shuriken Cannon
   5 x Wraithguard - Transport: Wave Serpent, T/Linked Scatter Laser, Under hull Shuriken Cannon
   Fast Attack:
   Crimson Hunter
   Vyper Jetbike - Under hull Shuriken Cannon
   Vyper Jetbike - Under hull Shuriken Cannon


Outcome:
Primary - Major Win
Secondary - Win

Thoughts:
These Eldar are beautiful. There isn’t any other way to describe them. Chris went on to receive players’ choice for his fantastically painted army. As for their performance against my many guns, alas they did not fair too well. The sheer weight of Autocannon fire took down his fast attack choices with ease. And liberal use of frag missiles kept his troops from even leaving his deployment zone. With the last minute destruction of one of his objectives clinched the major win for me and successfully following through on the secondary objective. Unfortunately for Chris this game was heavily in my favour from the start. 

Battle #4: FIRE SWEEP



A Tyranid Hive fleet sends it hordes to sweep away the pitiful Imperial Guard resistance.

Player:
Shane Jackson
Army/List:
Tyranids (Old Codex)
   HQ:
   Tervigon
   Troops:
   Tervigon
   Termagant Brood x 10
   Elite:
   Hive Guard Brood x 3
   The Doom of Malan'tai - W/ Mycetic Spore

Outcome:
Primary -  Major Loss
Secondary - Draw

Thoughts:
And this is where my victories ended. By this stage with a couple of wins on my score card I thought I might be at the top end of the draw, this might have been the case but it was all about to come crashing down. I’ve never been able to successfully fight off a full on Tyranid army, and today was no different. Though one of his Tervigons clapped out making babies in the first turn the other just wouldn’t stop! And their iron arm rolls just made it impossible for me to bring them down. To Shane’s credit he didn’t just focus on wiping me out, which he could do easily, he went for the objectives as well. Obviously the odds were against me, especially when the Doom got in my back lines and started sucking up lives, but it was fun and his army was also one of the best painted on the day.

Battle #5: WARLORD HAMMER

Player:
Ewart Searle

Army/List:
Tau
   HQ:
   Commander - Flamer, MSS, Neuroweb System Jamer, Onager Gauntlet, Vectored retro-thrusters
   Troops:
   Fire Warriors x6
   Fire Warriors x6
   Fire Warriors x6
   Elites:
   Riptide - Early Warning Override, Ion Accelerator, Twin-linked Fusion Blaster
   Heavey Support:
   Broadside Team x3 - High Yield Missiles x3, Early Warning Override x2, Taget Lock
   Fortifications:
   Aegis Defense Line

Outcome:
Primary - Major Loss
Secondary - Loss

Thoughts:
Coming to the last game of the day I was wishing for one thing. Not to play Tau! Against cover ignoring fire I knew I had little chance. When the match up was drawn it was a fore gone conclusion. But you never know I might be able to force a draw or a minor loss. I scored first turn and I thought this might just go better than I thought. Then it happened; he seized on me. The first turn alone his Broadsides took 17 models from my big blog alone. But none of my units ran off the board, they held strong till the very last model, a sergeant, valiantly charged his Riptide on the 5th turn, but he never made it into combat. This game was short, it was bloody, but it was fun! Right down to the last model I was laughing and enjoying it right the bloody end!


Round 1 in full swing

Round 1 continues

Adam Adjudicates points totalling on a close game

My Guard repels some noisy Chaos Marines.

My Guard readies themselves for an imminent Space Wolf Drop Pod assault.

Checkout this sweet ride!

Stretching your legs between rounds is important!  

Final thoughts: 
So what did I get out of the experience? Apart from catching up with people I haven’t seen since November, I met some new and interesting characters, and had 5 amazing games at an awesome event run by a great team from Alpha Hobbies, Adam & Sam. From the hobby/tactical side; I came to the realisation that although it will be a few years before I can compete in the same league as some of the big fish, I’m not too shabby.

I also confirmed how fun and challenging small points games are. Trying to fit in everything you want/need and then to know what’s the best way to tackle the missions with those units is hard. Some armies have replicating troops choices, some have cheap units and others have hammer units/models that smash anything they come in contact with. On the whole it’s very hard to make a list that competes will all that and take objectives. I recommend playing some of these with your gaming group if you don’t already.

Conclusion; Force Z is heaps of fun and I’ve booked myself in for the rest of the year with the wife. I definitely will be going to the rest and hopefully will be luckily enough to get an invite to the invitational at the end of the year.

For more photos of the event check out my Photography Facebook page: LongYard design & photography