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Showing posts with label 6e. Show all posts
Showing posts with label 6e. Show all posts
Saturday, 22 June 2013
Totally Shameless Plug
Posted by
TheKing Elessar
at
18:54
Well, assistance is at hand!
Labels:
6e,
Community,
Conversions,
Modelling,
Random
Tuesday, 7 August 2012
99 Problemz Biatch
Posted by
TheKing Elessar
at
12:21
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.
Labels:
6e,
99 Problems,
Dystopian Wars,
Ramble,
Rants,
Rules,
Thoughts
Monday, 30 July 2012
99 Problems: Subtle Tactical Rules Changes; Part One
Posted by
TheKing Elessar
at
23:22
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.
Labels:
6e,
99 Problems,
Rules,
Tactics
Friday, 27 July 2012
[NoVa FAQ] Dear Mike...Part 2 (99 Problems Continues)
Posted by
TheKing Elessar
at
13:09

So, here we go:
Labels:
6e,
99 Problems,
Community,
FAQ,
Rules
Thursday, 26 July 2012
[NOVA FAQ] - Dear Mike...(99 Problems Continues...)
Posted by
TheKing Elessar
at
14:04

Labels:
6e,
99 Problems,
FAQ,
Rules
Friday, 20 July 2012
Armies In Focus; 6th Edition: Allies
Posted by
TheKing Elessar
at
15:51

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...
------------------------------------------------------------------------
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. :)
Labels:
6e,
Allies,
Armies In Focus,
Rules
Thursday, 19 July 2012
Just to Formalise My Claims of Precognisance...
Posted by
TheKing Elessar
at
14:03
Labels:
6e,
Dark Angels
Monday, 9 July 2012
99 Problems Cos This Sixth Ain't Fun: Double FoC, Part One
Posted by
TheKing Elessar
at
14:33
This is complete and utter nonsense.
Labels:
6e,
99 Problems,
FoC,
It's Like a Carcrash,
Rants,
Rules,
Thoughts
Friday, 6 July 2012
These Things Are Important
Posted by
TheKing Elessar
at
15:26
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.
Labels:
6e,
99 Problems,
Rants,
Thoughts
Wednesday, 4 July 2012
99 Problems Cos This 6th Ain't Fun: Multiple Modifiers
Posted by
TheKing Elessar
at
15:32
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.
Labels:
6e,
99 Problems,
Eldar,
Rules
Fail In Focus: Eldar Harlequins FAQ
Posted by
TheKing Elessar
at
02:02
This brief post will explain why and how they got quite a boost.
Labels:
6e,
Dark Eldar,
Eldar,
FAQ,
Rules
Tuesday, 3 July 2012
Armies In Focus; 6th Edition: Dark Eldar, Initial Thoughts
Posted by
TheKing Elessar
at
15:36
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.
Labels:
6e,
Armies In Focus,
Dark Eldar,
Xenos
Monday, 2 July 2012
I Got 99 Problems Cos This Sixth Ain't Fun: Hull Points, Part One.
Posted by
TheKing Elessar
at
18:32
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!
Posted by
TheKing Elessar
at
13:33
Labels:
6e,
Fail,
FAQ,
Rules,
Sisters Got Boned
Sunday, 24 June 2012
The One About Loneliness...
Posted by
TheKing Elessar
at
02:30
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.
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.
Labels:
6e,
Idiots,
Rules,
Weekend Reading
Saturday, 23 June 2012
Not Everything Is About 6th You Know...
Posted by
TheKing Elessar
at
08:39
Labels:
6e,
Fail,
Random,
Rants,
Tournaments,
Weekend Reading
Wednesday, 20 June 2012
I'mma just leave this here...
Posted by
TheKing Elessar
at
12:03
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
Posted by
TheKing Elessar
at
12:22
Monday, 11 June 2012
A Pathetic Amount of Pitiful Apathy
Posted by
TheKing Elessar
at
11:31
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.
Posted by
TheKing Elessar
at
18:33
Labels:
5e,
6e,
Life,
Random,
Weekend Reading
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