Ok, so first ima give my reaction, then react to the reactions of others, because I waited and read a tonne of other posts first just to a be a tad different. So I know you've certainly read the rules somewhere, you're not getting this from me, so I won't make you read them again so lets dive in.
We'll start with the only thing that's breaking my heart about the new edition. Lower coversaves. it seems that my guardsmen will be weaker than ever, being easier to shoot at, being easier to get blasted even if they're in cover, and this just makes me sad in the pants. But that's about it for negatives.
I've always thought that vehicles should be easier to hit, I mean, there is a big difference between hitting a guardsmen with a bolter thats 23 inches away, from hitting a landraider that is literally right under your nose.
That all said, I think there should be a few additions to the shooting rules, while we're bringing it up. For example, if the unit numbers over 12 then it should be a little easier to hit, maybe a +1 up the new BS chart. Or if a unit is within 8 inches, then a +1 and of course, these stack, because you would truly have to be daft to miss a thousand gaunts surrounding you, and not go ten for ten.
Stealth rule has been vastly expanded with the ability to "vanish" I believe this could be really, really, really cool. I've always complained about snipers sucking, but it looks like they're finally having a comeback in 6th edition! My 8 ratlings are suddenly very happy.
Next up, if you're a long time reader, you know my opine on the new IG codex, since it took out doctrines. BUT NOW! doctrines for everybody!!! I know I know, kenny, where does it say doctrines? It doesn't, but it uses a word that if there was a warhammer specific thesaurus, it would be under it, STRATAGEMS!!!!!!!!!!
Ok, so why am I wigging out about stratagems? because stratagems means customization, and like all gamers, I LOVE THE SHIT out of some customization. To the point where I will read the stratagems over and over and over, and use them more than I'll use different units.
Now that all said, I do and don't care for bidding. because, I don't mind going second, I'll just bid really low, and get some extra strats. But then again, what about my opponent, if he plays against me all the time, then he'll know that, and bid low as well. I just don't like how complicated that all gets. So here's my thought for house rules, DON'T BID. Roll off anyway. Otherwise it'll get overly complicated, how do we reveal our bids anyway? write them down? thats gay, I don't want to have paper with me just to play warhammer. So I dunno. mixed emotions on the bidding.
Deepstrike rules, make so much sense its not even funny. Why would a unit careen off course when its not in danger? now who's to say there isn't any anti-air or something? then who's to say we didn't just burrow out of the FUCKING GROUND. So yeah.
at the same time, whilst I am very pleased with the rules, haters gunna hate. and several people I know have reacted very negatively, on the otherhand, some people have reacted very favorably. I think this hurts IG a whole lot, as more than ever a small elite force of heroic characters is favored, but I think that, that, is how war should be. Just ask Tzun Tsu, a small band of hardcore warriors will simply always outdo a large band of terrible ones. If not on the field of battle, off of it. anywho, we'll get to that in a minute. For now, I for one am disappointed at the haters. Since when have the rules been easy enough for noobs to comprehend anyway? it may feel super simple to us, but to someone getting into the hobby, the learning curve is barely made any steeper. Stratagems are making it more like Apoc... and? whats the complaint? its not like you have to use more models... its just more and better rules, so its all the fun and customization of your own force, and none of the taking 6 hours to play. Speaking of which, game length is becoming something a lot of people are worried about. I foresee it taking only a few minutes longer, I honestly don't see how it adds that much to game time. Now as far as even if it does take a while longer, who cares? when I play, I play all day anyway, so to me, its absolutely not a big deal.
lastly, and perhaps most importantly for guard units everywhere, experience. Now they haven't said whether or not this is army wide, hero wide, survivor wide, or just a once in a blue moon thing. But Who the fuck doesn't like to see a couple hardcore dudes doin hardcore stuff like blowing off heads with shotguns and turning around and punching a space marine in the face? I for one am very excited.
Tuesday, June 21, 2011
Sunday, June 19, 2011
The lameness of running a warhammer blog
sometimes I feel as if, my soul is being crushed under the weight, of my model collection. And at the point of weight that I feel, it is least, felt, in the wallet, as it is emptied, rather quickly, by the hobby that I so love. Sometimes its a woman playing solitaire that inspires the depression of modeling the world, in miniature form. And other times, its sheer boredom and simply running out of material. This is the article I was jokingly (at least I hope so) suggested to write.
Something about the fact of writing in a fictional universe, for plastic men, that cost ten times the price of army men (ten times? who am I kidding, more like thirty) and for all the same enjoyment. At the same time it creates an elite few, who become the basis of lifetime friends. As we journey through the horrible universe of the forty first millenium, things get darker and darker as both the universe expands into the eleventh level of hell, and Games Workshop expands into the fifty first level of hell. And we as gamers are slaves to their will. As one is indeed enslaved so often by the things they love. Perhaps its the fact that Sleep is overtaking certain people or perhaps its the fact this article is going nowhere. But I will leave you all with the final thought of Kurgan, from highlander. ITs better to burnout, than to fade away! *ends article with gay as fuck and totally out of character spin*
Something about the fact of writing in a fictional universe, for plastic men, that cost ten times the price of army men (ten times? who am I kidding, more like thirty) and for all the same enjoyment. At the same time it creates an elite few, who become the basis of lifetime friends. As we journey through the horrible universe of the forty first millenium, things get darker and darker as both the universe expands into the eleventh level of hell, and Games Workshop expands into the fifty first level of hell. And we as gamers are slaves to their will. As one is indeed enslaved so often by the things they love. Perhaps its the fact that Sleep is overtaking certain people or perhaps its the fact this article is going nowhere. But I will leave you all with the final thought of Kurgan, from highlander. ITs better to burnout, than to fade away! *ends article with gay as fuck and totally out of character spin*
Saturday, June 18, 2011
Kill Team List: secret weapon... most unique killteam list ever
...wait for it... waiiiiit forrrr itttttt.... rough riders. With Mogul Kamir. see, give two of the rough riders plasmaguns, and make sure there are ten of these guys, and you're almoooost at 200, so maybe take a unit of ratlings as filler. Anywho, talk about packin a punch on the cheap.
for ten points, that's right, ten points a man, you get, cavalry (charge 12 inches), laspistols, and most importantly, a hunting lance. Now if you don't know, a hunting lance, is str 5, initiative 5, power weapon. SO, on the turn that the 7 nonplasmagunning/nonmogul kamir, riders charge in, they will get 7 laspistol shots, we'll say against... space marines, so that's a chance of 3 hits, and a whomping one wound, a whomping nothing, from the armorsave... :( but! heres the cool part, then they get the charge, with a 12 inch charge, they should always be the chargers, so yeah. so anywho, so 3 attacks on the charge each, for a whomping 21 attacks, at str 5... initiative 5... so thats 7 hits, 6 wounds and nooooo saves! and all for 6 points cheaper than a space marine... that's right. and the plasmagunners can just outrun anyone around him, and just keep poppin shots.
Mogul Kamir, was supposed to be nerfed, by the dreaded Rage Special Rule... but in kill team, no one is affected but Mogul the Mongol. So he's gunna end up with his crazy bitchass just charging the crap outta somebody. So try to maneuver him against the biggest guy.
anywho, if you wanted to make this list even harder, then throw out mogul kamir, and yeah. But this is an awesomely effective list.
for ten points, that's right, ten points a man, you get, cavalry (charge 12 inches), laspistols, and most importantly, a hunting lance. Now if you don't know, a hunting lance, is str 5, initiative 5, power weapon. SO, on the turn that the 7 nonplasmagunning/nonmogul kamir, riders charge in, they will get 7 laspistol shots, we'll say against... space marines, so that's a chance of 3 hits, and a whomping one wound, a whomping nothing, from the armorsave... :( but! heres the cool part, then they get the charge, with a 12 inch charge, they should always be the chargers, so yeah. so anywho, so 3 attacks on the charge each, for a whomping 21 attacks, at str 5... initiative 5... so thats 7 hits, 6 wounds and nooooo saves! and all for 6 points cheaper than a space marine... that's right. and the plasmagunners can just outrun anyone around him, and just keep poppin shots.
Mogul Kamir, was supposed to be nerfed, by the dreaded Rage Special Rule... but in kill team, no one is affected but Mogul the Mongol. So he's gunna end up with his crazy bitchass just charging the crap outta somebody. So try to maneuver him against the biggest guy.
anywho, if you wanted to make this list even harder, then throw out mogul kamir, and yeah. But this is an awesomely effective list.
Thursday, June 16, 2011
Kill Team List: Gray's Grenadiers 2.0
some of you may remember the previous grays grenadiers, well, unfortunately thats a unit of the past, and has been for quite some time now. But tonight, they get a reboot. And all in the name of remodelling straken. but enough about that whole stuff, this is about the list itself.
Veteran squad: 70
powerfist 15
meltagun 10
sniper rifle 5
heavy bolter 10
cameleoline 30
carapace armor 30
demolitions 30
200 points
special rules:
sergeant: Preferred Enemy
Sniper: infiltrate
Heavy Bolter: feel no pain
Allright, so explaining the list in depth, sergeant is all about CC, with his shotgun, and his buddies with shotguns, a meltagun and a demo charge, there isn't a whole lot they're afraid of. That said, half the unit, will hold back and shoot with their lasguns, heavy bolter, and sniper rifle.
Now right off the bat, the big deal is the three doctrines. THREE doctrines? thats half my points! well, I just wanted a single squad. Whats more badass than that? and what's more trying to a general than that? to command forces against an entirely superior force?
Well here are my tactics.
The enemy will deploy in their quadrant, as per standard rules, probably with some space marines, one having feel no pain, another with furious charge, and another with fleet or something. So my sniper's whole job, is to divert as many men as possible to his location. Hopefully nabbing a rend along the way.
My heavy bolter's probably going to do the heavy lifting of the early game. I gave the heavy bolter feel no pain, because with a 3 up cover save, 2 wounds and feel no pain, that's pretty effin awesheome. The heavy bolter and friends will more than likely get a single kill, but that's about it.
The real winners come from the hard chargin mofo's with the sergeant. The democharge is str 8 AP 2, so goodbye terminators, good bye space marines, or whatever else you got. Next up meltagun will lay down the law against anyone with feel no pain. Then lastly shotguns blazing, my sergeant and his buddies will engage the remaining enemies. The guardsmen with just shotguns are kind of running interference against the biggest baddie, while my sergeant fights the remaining men. Eventually, the shotgunners will die, but then the meltagunner can pop the remaining specialist hopefully. The sergeant can reliably defeat two space marines, as long as he gets the charge.
well there you have it, a lone squad of men, over priced, over awesome, and how to use em.
Veteran squad: 70
powerfist 15
meltagun 10
sniper rifle 5
heavy bolter 10
cameleoline 30
carapace armor 30
demolitions 30
200 points
special rules:
sergeant: Preferred Enemy
Sniper: infiltrate
Heavy Bolter: feel no pain
Allright, so explaining the list in depth, sergeant is all about CC, with his shotgun, and his buddies with shotguns, a meltagun and a demo charge, there isn't a whole lot they're afraid of. That said, half the unit, will hold back and shoot with their lasguns, heavy bolter, and sniper rifle.
Now right off the bat, the big deal is the three doctrines. THREE doctrines? thats half my points! well, I just wanted a single squad. Whats more badass than that? and what's more trying to a general than that? to command forces against an entirely superior force?
Well here are my tactics.
The enemy will deploy in their quadrant, as per standard rules, probably with some space marines, one having feel no pain, another with furious charge, and another with fleet or something. So my sniper's whole job, is to divert as many men as possible to his location. Hopefully nabbing a rend along the way.
My heavy bolter's probably going to do the heavy lifting of the early game. I gave the heavy bolter feel no pain, because with a 3 up cover save, 2 wounds and feel no pain, that's pretty effin awesheome. The heavy bolter and friends will more than likely get a single kill, but that's about it.
The real winners come from the hard chargin mofo's with the sergeant. The democharge is str 8 AP 2, so goodbye terminators, good bye space marines, or whatever else you got. Next up meltagun will lay down the law against anyone with feel no pain. Then lastly shotguns blazing, my sergeant and his buddies will engage the remaining enemies. The guardsmen with just shotguns are kind of running interference against the biggest baddie, while my sergeant fights the remaining men. Eventually, the shotgunners will die, but then the meltagunner can pop the remaining specialist hopefully. The sergeant can reliably defeat two space marines, as long as he gets the charge.
well there you have it, a lone squad of men, over priced, over awesome, and how to use em.
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