Showing posts with label 6e. Show all posts
Showing posts with label 6e. Show all posts

Saturday, 22 June 2013

Totally Shameless Plug

Are you tired of your battlefields looking pedestrian? Are you embarrassed by the fact that when a vehicle leaves a nice lovely crater on the table there is no visual indication that this crater used to be the armoured chassis of a transport, infantry fighting vehicle or battle tank?  Do you feel it is immersion breaking that the craters left by the spiralling Stormravens is the exact same as that left by detonating Dreadnoughts?

Well, assistance is at hand!

Tuesday, 7 August 2012

99 Problemz Biatch

no previewSo, I haven't exactly been writing as many articles of late.  I've received mostly positive feedback on the series, so thanks - and I've certainly got a lot of views, which earns me a slightly larger pittance, so thanks again.

Problem is, while I was initially exaggerating somewhat for the sake of the title, I really am finding more and more issues with the game the deeper I delve.

Monday, 30 July 2012

99 Problems: Subtle Tactical Rules Changes; Part One

This is a subset of my (un)popular 99 Problems Cos This 6th Ain't Fun series, where I shall be attempting to bring to light things I haven't seen mentioned as important rules changes to tactical play that haven't arisen elsewhere on the Blogosphere I am aware of...admittedly, my foruming has been very lax indeed of late, and it could have been done to death on every forum imaginable...thing is, they tend to get even more crowded and strident at big release times, so I simply couldn't be arsed.  I'll return to a more regular schedule when the furore dies down.

Anyway, Part One is here to discuss the new procedure for Dangerous Terrain Tests, for no reason other than it is the inspiration for the series as a conglomerate entity.


Friday, 27 July 2012

[NoVa FAQ] Dear Mike...Part 2 (99 Problems Continues)



I figured since I did some ad hoc socialising (not to be confused with ad hoc socialism, another of my hobbies) last night instead of returning and continuing my article on the NoVa FAQ, it was fairer to simply start afresh with a new article, since it's more difficult for people returning to know if it's been updated yet.

So, here we go:

Thursday, 26 July 2012

[NOVA FAQ] - Dear Mike...(99 Problems Continues...)

NOVA OPEN WEBSITEMike, I figure the most open and honest way to go through this is to read the draft FAQ {http://www.novaopen.com/wp-content/uploads/2012/07/NOVA-FAQ-v6th.1-DRAFT.pdf} and to simply type as I read it - this may mean some questions get answered as I progress, but I don't have time to read it all in one sitting before I leave for work.  Feel free to ignore anything answered. :)


Friday, 20 July 2012

Armies In Focus; 6th Edition: Allies

Obviously, I will continue to discuss Allies individually alongside each of the Armies in Focus articles, but I felt it worthwhile to compile thoughts on each into one concise article for easy reference.  We're all still getting used to the concept afterall, and it can't hurt to have things all in the same place.

So, Allies form the same structure every time - 1 HQ, 1-2 Troops, 0-1 Elites, 0-1 Fast Attack, 0-1 Heavy Support.

The most obvious reason to take Allies then, apart from purely aesthetic or thematic reasons, is to get yourself an extra Troops choice, or a different kind of Troops choice.

Identifying what exactly it is you require or desire from an ally is the first step in the process.

For example - Blood Angels are (traditionally) very good at having mobile, aggressive Troops units, such as Melta hunter teams.  The kind of Troop they'd be looking into getting would therefore be more static, probably a more resilient firepower unit, such as Deathwing Terminators, Space Marine Scouts with Sergeant Telion, or an Imperial Guard Platoon.  Things that overcome a specific flaw in their listbuilding options.

In contrast, Eldar have mobile but relatively weak Troops, the resilience of which is entirely predicated on the AV12 and Energy Fields protecting them.  They are more likely to desire more solid and deadly units to be expendable in taking the fire otherwise likely to annihilate their T3 bodies.  Deathwing again can fill this role, or perhaps Grey Knight Purifiers.

Not every alliance is founded on the requirement for new or better Troops, however.

Some alliances are predicated on the neccesitation of other factors, such as:
Flyers/anti-Flyers
Psychic Defence
Meltaguns
Ranged Support Elements (ie, Railguns)
Close Combatty Stuffs (rarely worthwhile, but not unlikely most players will consider it)
Different Threat Bands.

These are largely self-explanatory, but I'll cover each for the sake of completeness:

Meltaguns - 

Some armies don't get access to these, the most deadly and reliable anti-tank weapons in the game.  Most armies do, granted, but most are Imperial or pseudo-Imperial.  Those that don't, such as Necrons, Orks, or Chaos Daemons, now have the opportunity of selecting a nice Ally of Convenience to fill that niche for them - sometimes they Desperate Allies instead (such as if Orks chose Space Wolves) but that's rarely necessary.
It isn't QUITE accurate to say that every army NEEDS Meltaguns, but now every army bar Nids has easy access to them, so it's pretty difficult to justify NOT taking any.

Different Threat Bands - 

Some armies largely function within a limited series of ranges.  Orks, for instance, have only really Lootas to fire beyond the 24" mark.  Sometimes, an Ally might be chosen for their capacity to fire further than this to put more and differing pressure on enemy forces (such as forcing them to advance into your other weaponry.)  Conversely, you can choose deliberately shorter ranged allies, to keep the foe further back.  A good example of this is Imperial Guard choosing to ally with Space Wolves - Grey Hunters being shorter ranged than varied artillery pieces and Heavy Weapon Teams.

Flyers/anti-Flyers - 

Not everyone gets something with Skyfire, and especially not the opportunity to exploit their enemies not having it.  A good example here is Orks with Necron allies, or Eldar picking up a Razorwing or Voidraven.  Vendettas and Hydras are also splashable in most forces.  Again, not having a Flyer doesn't mean you auto-lose, but failure to adequately deal with them means that unbalanced Flyer lists can destroy you unreasonably easily.

Psychic Defence - 

If you consider Deny the Witch a good way to prevent enemy Psykers from doing what they like you need your head examined...or perhaps you use loaded dice.  Either way, get over it.  Like above with Meltaguns and Flyers, you need a way to deal with these things (Psychic Powers) or get destroyed by unbalanced eggbasket lists.  With Psychic Hoods barely worth the cloth they're made of, look to Runes of Warding and Runic Weapons for REAL protection from enemy casters, remembering that if you aren't Battle Brothers, they will interfere with YOU too (take heed, Grey Knights...)

Ranged Support Elements/Close Combatty Stuffs - 

These two are the same side of different coins.  Orks lack ranged anti-tank, and so quite gleefully take Guard to provide such things.  Guard lack close combat tarpit units and more importantly (not really, but occasionally it's true) genuine melee-capable units that will win fights for them, like Nobs or Terminators.
Sometimes you get lucky and can provide both in the same unit, ie Deathwing.

Once you know WHAT you want from Allies, it's time to look at page 113's Allies Matrix (not as interesting or groundbreaking as the film) to see WHO you can have.

Allies are divided into 4 basic categories, although the 4th is a misnomer as it indicates the Alliance is prohibited.  These are;

Battle Brothers - the best kind of Alliance.  If you can get what you want from these guys, take it, no ifs, not buts, no 'but I prefer the idea of using x other race' - don't be a dumbass.  The rules are designed to punish stupidity (but not fluff-related stupidity, as I will illustrate in another article.)

Allies of Convenience - This is the fall-back option.  Sadly, some armies (Daemons, CSM, Orks, Necrons, GKs, DE, Eldar) have limited, or no Battle Brother options, and are forced to look to the Allies that contest their own Objectives if too close. :-/  'WTF Ally, Y U Teamkill?' aside, these are better options than to have none (*cough Nids cough*)

Desperate Allies - Never use these.  I've played with Wraithsight, and fuck you too GW.  There is very little more frustrating in a toy soldier game than your toy soldiers not doing what they are supposed to do, when ANY OTHER UNIT IN THE GAME could have done it instead, and better.  Yes, sniping characters isn't easy, and for Telion/Vindicares it's arguably harder than before - but Warlocks getting sniped can grind a Wraith army to a halt based entirely on a fluke result - and that kind of thing is Just No Fun.  Having this apply to EVERY unit in your army within 6" of an Ally, including the Allies of course, is just asking for frustration on a grand scale.  Rolling a 1 carries a sense of disappointment irrespective of situation, but when potentially game-breaking, it's moronic as a system for a game that CLAIMS to put 'fun' over other considerations (balance, for one...)

There you have it.  You know what you want from your Allies, you know who to turn to to get it.  It's a ploy and a marketing tool to get you to go out and buy more Codexes, and hopefully a few boxes,and then why not start the army proper, you're half-way there already? Etc, etc.

It will act to prevent a lot of the stagnation people complained of at the end of 5th (actually, from the middle onwards really) but that's symptomatic of poor rules-writing and a lack of good inter-faction balance, not anything TRULY to do with the possibilities of Allies.

The next article on this topic will hopefully amuse you as much as it has amused me this morning researching it...



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If the guys from Penny Arcade want me to take down the comic I blatantly stole for my image on this post (I love this one, definitely one of my favourites) then no biggie, consider it done.  Hopefully, they'll appreciate the decision instead. :)

Thursday, 19 July 2012

Just to Formalise My Claims of Precognisance...

This whole 'models are able to Snap Shoot while Pinned' malarky - I suggested, over a year ago, that Dark Angels Intractable special rule should see them able to fire whilst Pinned, but always counting as having moved irrespective of the reality.

Monday, 9 July 2012

99 Problems Cos This Sixth Ain't Fun: Double FoC, Part One

A lot of people talk about the ability to take a double Force Org as though it helps the Xenos Codexes to catch up with the Marines and level out the playing field somewhat.

This is complete and utter nonsense.

Friday, 6 July 2012

These Things Are Important

no preview
Corwin said - "Are you serious? It's obvious the new rules are supposed to replace the second and third paragraphs, not sentences. You seem to spend an unhealthy amount of time rules-lawyering and RAW-exploiting lately. Nothing good will come out of it."


I, honestly, was at a bit of a loss when I read this.

Wednesday, 4 July 2012

99 Problems Cos This 6th Ain't Fun: Multiple Modifiers


For the first time I can remember, GW have set out a clear, and easy to follow process for resolving multiple modifier in the rules, instead of having to FAQ individual weapon interactions (Gabriel Seth's Blood Reaver and Furious Charge, for instance.)

In of itself, this is a good thing.

Fail In Focus: Eldar Harlequins FAQ

Referenced in the previous post was a boost to Eldar Harlequins, though in incorrectly asserted this applied to Dark Eldar Harlequins also.

This brief post will explain why and how they got quite a boost.

Tuesday, 3 July 2012

Armies In Focus; 6th Edition: Dark Eldar, Initial Thoughts

Dark Eldar.

Within itself, this Codex is great.  Fantastic internal balance, lots of seemingly solid choices, good spread of special rules without being overly complex or silly.  Reasonable or good statlines for most things.  Only a couple of units that feel over- or under-costed relative to their 'rivals' in the Codex, or to the baseline rules themselves.

The problems for DE start, however, when you begin to compare across Codexes to what other races cost for what THEY can do, especially to your vehicles...but this isn't their only flaw.

Monday, 2 July 2012

I Got 99 Problems Cos This Sixth Ain't Fun: Hull Points, Part One.


Hull Points, Part One:

Here's the thing.  GW have had a significant amount of time to produce this book, and from the artwork, it's clear which part is most important in their eyes as a use of that time.

Saturday, 30 June 2012

FAQs are UP!

SO...let's get some preliminary views of these:

Sunday, 24 June 2012

The One About Loneliness...

So...this post is about 6th.

As an aside, today's tourny was awful.  My first two opponents were my last two from the last one, Salvation - and in no way is that a bad thing in theory - but I'd rather have played different people for the novelty, since this may be my last ever 40k tournament.  Plus, Loganwing and then Wraiths isn't the best start given my ambivalence in the first place.  If I'd had a nice easier game, maybe that would have made me care.  A warm-up, in a sense.  Ah well.

So, 6th.

I haven't read the BRB for it yet, but I've read the Dwarf, so this is a commentary on the incomplete ruleset, again, but on what I do know.

Let's talk about changes then.

Saturday, 23 June 2012

Not Everything Is About 6th You Know...

Up stupid early for Q-Con 2012 (I forget what numeral we're on, hard to care) [24, apparently] and another 5th Edition 40k event.  My last, in fact.  I've read a little more of 6th now, though I still haven't got to read the whole book, obviously, and I have to say that my desire to play 40k at all has only diminished further, so this tournament is going to be shit.

Wednesday, 20 June 2012

I'mma just leave this here...

 +
  =
   Eldar get TWO of the new Lores (shudder) and Marines/Wolves/BA/DA/IG get 4 lores each?  Even though BA, SM and SW already have more powers than Eldar? Yeah...okay...

It's hard to wait and see when everything you hear is progressively worse.

Thursday, 14 June 2012

Random Charge Distance Is A Totally Unfun Mechanic

I got into a discussion yesterday with a fairly esteemed chap who is of the opinion that Random Charge Distance, as in 8e WFB, is A Fun Thing, and in no way detrimental to both game balance and to players' ability to enjoy the game.

Monday, 11 June 2012

A Pathetic Amount of Pitiful Apathy

Well, we've all seen the video by now, we know that GW have FINALLY revealed to the world what everyone with internet access and the ability to read already knew, 6th Edition comes out this summer. They've pulled a little bit of a fast one, moving the date a week forward from the projected date, but given how long it takes them to get into gear I think this was more misdirection on their part to those providing us with rumours than actually plan-changing, the whole VI thing is the kind of thing they thrive on - 'subtle' hints and 'hilarious' "didn't you notice this in this WD photo 3 months back lololol" comments.

The upshot is, of course, that we get the game at the end of this month, and the fact that I have less than a full month of 5e left to enjoy makes it INCREDIBLY difficult to really give all that much of a fuck about the last ever 5th Edition tournament I'll get to play in, on no less than the 23rd/24th of this month.  That's right, Advance Order day will have the blogosphere all abuzz while I'm off playing games of what has suddenly become a stagnant and unthrilling system.

Monday, 30 April 2012

Oh, ok, I've now kinda hit a wall.

I have tons of modelling work to do to fully prepare my army for the tournament on the 19/20th of May at Arkham GC, and frankly I can't be bothered.  This is an inopportune time to be lackadaisical, but I am.

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Primarily, a blog to discuss the Games Workshop system Warhammer 40k, though not exclusively so. All GW IP used without permission, no challenge intended.

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