Ard Boyz ended early for me this year, with a non-podium finish in the Semi Final round after a hard fought day against Daemons and Dark Elves. When the dust settled, Pandemonium's Ard Boyz semi final champion was Daemons of Chaos, and not my mean green Skaven.
My list:
Grey Seer, Bell, dispel scroll
Grey Seer, power scroll
Plague Priest, Furnace, warp scroll, ironcurse icon
Warlock, doomrocket
Chieftain, BSB, storm banner
40 Clan Rats, command
30 Storm Vermin, command, flaming banner
51 Slaves, musician
51 Slaves, musician
38 Slaves, musician, shields
40 Plague Monks, command, plague banner
Hell Pit Abomination, spikes
Hell Pit Abomination
Hell Pit Abomination
Game 1 I beat my opponent's Kairos / Skulltaker Daemons by 2200 victory points but only 17-10 battle points. He only killed 1 Abom and a Warlock Engineer. My Furnace Horde popped the entire 40 man Bloodletter Horde in a single charge. His list was Core heavy with Heralds (and Kairos) so I just couldn't get battle points.
Game 2 I trounced Dark Elves with the Furnace Horde getting charged by 30 Corsairs and 20 Blackguard, beating them, and running them down. Skitterleaping Grey Seer took out one Hydra and the other was misdirected on the flank the whole game. I panicked a Cold One bus off the board as well, my opponent forgetting that they were Stupid the whole game. All he had left in the end was an unkillable Lord, and the Hydra hiding on the board edge.
Game 3 I got cocky and pushed the Furnace forward against Blue Scribes, Masque, Thirster Daemons. The Bloodthirster charged the furnace and the Pink Horrors made a LONG charge to get in contact and steal the Furnace's stats just in time for the Thirster to pulp it on one swing. I actually held one turn, but then the Thirster got into my bell unit. I 13th'd one unit of flamers, and eventually the second, but they were able to at least put wounds on my Hell Pit Abominations. I was broken badly, and ended up dropping to 5th place. My opponent won after the Quad Hyrda list on table 1 only got a draw vs Vampire Counts.
It was a stacked field in Detroit. 3/4 top finishers from Chicago last year were there, and only 1 of them placed (and he got 3rd). It is a little disappointing I didn't place this year to move on, but now I have more time to focus on my new army for a little while. I will still be looking for a couple small tournaments this summer, but now my main focus is Blood in the Sun in July!
Wednesday, May 25, 2011
Monday, May 23, 2011
Working on Tomb Kings
I decided an army of another 250 models painted green was not in my future, and sold the lot to buy a brand spanking new Tomb King army. First off, I think the book is a solid choice, but definitely not the top in the power rankings. The models and theme of the army are really what draw me in. I have started modeling them up and got my first game in with them, so here they are. I am trying to create a slab / tile ruins with the bases and unit fillers. There are more to come soon.
Some examples of the unit fillers in my first horde of Skeletons.
I used Empire Wizards with minor conversions and Tomb Guard heads as my Liche Priests.
Assembled for the inaugural battle vs High Elves.
In their first game against the High Elves, I faced off against a Book of Hoeth list with Life and Dwellers. Also perfectly wrong was the scenario: Battle for the Pass. My opponent was content to move in range to cast Dwellers and kill my Heirophant on turn 3, then continue to move backwards and shoot me as I advanced. Unable to move in the magic phase any longer, it was a snail pace.
The Casket was able to do some serious damage to his war machines mid game, and I was able to kill the Fire mage off the dragon in time for the Sepulchral Stalkers to come from below and finish the dragon off by gazing him to dust. My strong unit of Tomb Guard spent the whole game moving but also not losing any models with the help of their Banner of the Undying Legion. On the last turn the 2 Warsphynx's got into combat and wracked up heavy casualties, but were unable to break their opponents. Charging Chariots killed the High Elf Mage Lord, and a Sphynx killed another level 2 mage. My opponent was unable to completely hold me off and I earned the Draw in the end (losing by only 20 victory points).
The Casket was able to do some serious damage to his war machines mid game, and I was able to kill the Fire mage off the dragon in time for the Sepulchral Stalkers to come from below and finish the dragon off by gazing him to dust. My strong unit of Tomb Guard spent the whole game moving but also not losing any models with the help of their Banner of the Undying Legion. On the last turn the 2 Warsphynx's got into combat and wracked up heavy casualties, but were unable to break their opponents. Charging Chariots killed the High Elf Mage Lord, and a Sphynx killed another level 2 mage. My opponent was unable to completely hold me off and I earned the Draw in the end (losing by only 20 victory points).
I was pretty satisfied that I was able to pull the Draw with SO MUCH stacked against me in the game. I think there may be some life in these corpses yet, unlike what the internet says is inevitably a terrible book.
I am going to get to work on this guys very soon. I need to come up with a paint scheme. I am thinking red and black, with gold accents (well lots and lots of gold).
I am going to get to work on this guys very soon. I need to come up with a paint scheme. I am thinking red and black, with gold accents (well lots and lots of gold).
Saturday, May 21, 2011
Tournament Update
A few weeks ago I played int he GLWL Invitational. It is the season-ending tournament for the Great Lakes Warhammer League. I was in the tournament rather than the division winner's bracket, so I was playing for the Tournament Championship instead of the League Championship. The tournament used the GLWL Comp set, which included MR ward saves vs all spells, 12 die power cap on magic phases, no special characters, no power scroll, no double rare, etc. When the dust cleared I had won the overall award with the Tournament Championship sword.
I had three great and tough opponents. My first was Eric Stephens and his Dark Elves. Cauldron, Hydra, L4 Shadow, L1 Fire, and the rest. An early Crack's Call put me ahead and I ground out his army that was without their Cauldron for the rest of the game.
My second game was against Darrel Brown's tough Warriors of Chaos. I heavily disrupted Darrel's strategy the first turn with my hail of fire and magic that nearly wiped out a full squad of 40 Marauders on turn 1 with focused fire. The Doomrocket massacred a lot of Marauders. From there I was able to focus on smaller units one at a time as they advanced towards my horde.
In the final game I faced off again vs Mike Hernadez's Lizardmen. I played a very defensive game vs the Lizardmen and tried to do as much damage as I could before they got to me. A combination of target selection and luck allowed me to take out the Skink / Krox unit early (choosing to use Crack's Call vs the dangerous Krox in the unit), and a serious pounding of the Plague Monk horde through a unit of Saurus in a single turn led me to the minor victory.
Overall I was undefeated in the tournament, had solid painting scores, and very good sports scores, and took home another excellent sword trophy for Overall Champion. Next up is Ard Boyz TODAY. Look for my tweets on Twitter @Rhellion and come back for a battle report in the coming week.
PS: Another tournament without using the 13th Spell. I think I will have to change that today at Ard Boyz.
I had three great and tough opponents. My first was Eric Stephens and his Dark Elves. Cauldron, Hydra, L4 Shadow, L1 Fire, and the rest. An early Crack's Call put me ahead and I ground out his army that was without their Cauldron for the rest of the game.
My second game was against Darrel Brown's tough Warriors of Chaos. I heavily disrupted Darrel's strategy the first turn with my hail of fire and magic that nearly wiped out a full squad of 40 Marauders on turn 1 with focused fire. The Doomrocket massacred a lot of Marauders. From there I was able to focus on smaller units one at a time as they advanced towards my horde.
In the final game I faced off again vs Mike Hernadez's Lizardmen. I played a very defensive game vs the Lizardmen and tried to do as much damage as I could before they got to me. A combination of target selection and luck allowed me to take out the Skink / Krox unit early (choosing to use Crack's Call vs the dangerous Krox in the unit), and a serious pounding of the Plague Monk horde through a unit of Saurus in a single turn led me to the minor victory.
Overall I was undefeated in the tournament, had solid painting scores, and very good sports scores, and took home another excellent sword trophy for Overall Champion. Next up is Ard Boyz TODAY. Look for my tweets on Twitter @Rhellion and come back for a battle report in the coming week.
PS: Another tournament without using the 13th Spell. I think I will have to change that today at Ard Boyz.
Wednesday, May 18, 2011
Rhellion's WHF Power Rankings
A few new books have come out, and I have played in and viewed the results of a bunch of tournaments. With all of the "data" I have been looking at, I have generated my own opinion on the current power rankings in the Warhammer World. I did not include Chaos Dwarfs or Dogs of War, as they do not have Games Workshop army books. Here we go, starting from the top. Just pretend this is ESPN for Warhammer!
1. Daemons
2. Dark Elves
3. Lizardmen
4. Vampire Counts
5. Skaven
6. Warriors of Chaos
7. High Elves
8. Empire
9. Dwarfs
10. Orcs and Goblins
11. Tomb Kings
12. Brettonians
13. Ogre Kingdoms
14. Beastmen
15. Wood Elves
First and foremost, 8th edition has done a lot to bring most of the armies closer together in competitiveness. But that being said, armies ARE better than others when it comes to competitive play. Lets break it down.
Daemons - big nasty monsters, amazing infantry core, small elite support units that HAVE to be dealt with, easy access to Loremaster and multiple dispel scrolls, unbreakable army, and an army wide ward save. They are still the top dog.
Dark Elves - still great synergies with very good magic items and limitless magic, mindrazor spam on multi attack models seriously hurts, hydras are very powerful and undercosted, some of the most damaging shooting in the game.
Lizardmen - some of the best infantry in Saurus, the very best non special character magic user in the Slaan, versatile poison skirmishers, and the option for good monsters. The Slaan really takes advantage of 8th edition and just wins.
Vampire Counts - the people who said Vampires took the biggest hit in 8th were wrong. They have huge hordes of multi attack poison core Ghouls, Large units of Grave Guard, and Van Hels to demolish opponents. There is really only the one build that works, but it still wins lots of tournaments.
Skaven - I honestly think Skaven can be the strongest army out there... when everything goes right. The Abomination, Warp Lightning Cannon, and Plague Furnace are the strongest elements of the Skaven army... and can be completely random. Same with the Doomrocket. Steadfast did more for Skaven than any other army when you add in Strength in Numbers , making them easily top 5.
Warriors of Chaos - more excellent infantry, some of the best magic, and excellent artillery in the form of Hell Cannons that aren't even war machines. There are some match ups where their elite nature steamrolls, but others where it hinders them (vs horde armies, especially Skaven). I am beginning to see loads and loads of Marauders in the successful builds.
High Elves - another elite army that does very well in close combat, and is bunched up with the top tier armies very closely. ASF as an army wide rule is very powerful now that it allows rerolls to hit, but it is less effective than before in that enemies get to strike back. Another elite magic army, but the magic phase can be fickle. They are still one army I would never be surprised to see on the podium.
Empire - Empire are definitely jack-of-all trades but I don't consider them a top army. They can definitely build a good defensive army with loads of war machines and serious magic defense with war priests. Army wide I just don't think they have the raw power for destruction of the top armies.
Dwarfs - similar to empire but with the powerful troops in great weapon warriors and hammerers, but without any magic threat. Yes they can attempt to shut down the magic phase as defense, but without even thee option of using magic that is so powerful in 8th it is definitely a downside. Load up on great weapons more than war machines for better success. 8th edition is won in combat.
Orcs and Goblins - Their power curve is better with their 8th edition rules, and they probably deserve to be higher on the list but to me they are right in the middle blob of armies. I don't think the Arachnarok is powerful enough compared to other armies big gribblies, but it may be the point where future monsters are balanced around. Lots of little support units and excellent Savage Orc option for Core makes them solid middle tier.
Tomb Kings - loads better than their previous incarnation, I still think they suffer from being slow, relying too heavily on random magic, and crumbling too much. What they do have going for them is a great new lore, excellent special choices that can really be game changers or a solid plan to strategize around, and the ability to try and make your magic phase a more sure thing with the casket and hierotitan.
Brettonians - while I think they are stronger in 8th than people give them credit for, they are still near the end of the line. I am interested to see what options they have in the new book and how much cheaper their Knights will become, right now we are seeing lists of double Treb minimum. Relying on that to be competitive can be costly with all the anti war machine out there.
Ogres - while they can be very good in some situations, I still think they are too vulnerable with such a small model count. I think monstrous infantry is overrated in most cases in 8th, and it hurts an army full of them. There are more war machines doing multi wounds, more spells that remove models (rather than wounds), and more grinding through steadfast that just beat Ogres.
Beastmen - I think the beasts got the shaft with a poor lore and lackluster core for the most part. There are successful builds out there but overall I don't think their power level is competitive. They need better rare choices than their manly ineffective and overcosted monsters. Skilled players will rise above this and be successful, but that is more player than army.
Wood Elves - bottom of the barrel until they get their revision, steadfast is hard for a mostly skirmishing army. Add in the fact that the meta loads many armies with flaming attacks that are just that much worse for some of the best elite units in your army (Treekin). Shooting is harder because armies are in combat even faster with longer charge ranges.
Agree? Disagree? Give me your thoughts and let me know what your list is.
1. Daemons
2. Dark Elves
3. Lizardmen
4. Vampire Counts
5. Skaven
6. Warriors of Chaos
7. High Elves
8. Empire
9. Dwarfs
10. Orcs and Goblins
11. Tomb Kings
12. Brettonians
13. Ogre Kingdoms
14. Beastmen
15. Wood Elves
First and foremost, 8th edition has done a lot to bring most of the armies closer together in competitiveness. But that being said, armies ARE better than others when it comes to competitive play. Lets break it down.
Daemons - big nasty monsters, amazing infantry core, small elite support units that HAVE to be dealt with, easy access to Loremaster and multiple dispel scrolls, unbreakable army, and an army wide ward save. They are still the top dog.
Dark Elves - still great synergies with very good magic items and limitless magic, mindrazor spam on multi attack models seriously hurts, hydras are very powerful and undercosted, some of the most damaging shooting in the game.
Lizardmen - some of the best infantry in Saurus, the very best non special character magic user in the Slaan, versatile poison skirmishers, and the option for good monsters. The Slaan really takes advantage of 8th edition and just wins.
Vampire Counts - the people who said Vampires took the biggest hit in 8th were wrong. They have huge hordes of multi attack poison core Ghouls, Large units of Grave Guard, and Van Hels to demolish opponents. There is really only the one build that works, but it still wins lots of tournaments.
Skaven - I honestly think Skaven can be the strongest army out there... when everything goes right. The Abomination, Warp Lightning Cannon, and Plague Furnace are the strongest elements of the Skaven army... and can be completely random. Same with the Doomrocket. Steadfast did more for Skaven than any other army when you add in Strength in Numbers , making them easily top 5.
Warriors of Chaos - more excellent infantry, some of the best magic, and excellent artillery in the form of Hell Cannons that aren't even war machines. There are some match ups where their elite nature steamrolls, but others where it hinders them (vs horde armies, especially Skaven). I am beginning to see loads and loads of Marauders in the successful builds.
High Elves - another elite army that does very well in close combat, and is bunched up with the top tier armies very closely. ASF as an army wide rule is very powerful now that it allows rerolls to hit, but it is less effective than before in that enemies get to strike back. Another elite magic army, but the magic phase can be fickle. They are still one army I would never be surprised to see on the podium.
Empire - Empire are definitely jack-of-all trades but I don't consider them a top army. They can definitely build a good defensive army with loads of war machines and serious magic defense with war priests. Army wide I just don't think they have the raw power for destruction of the top armies.
Dwarfs - similar to empire but with the powerful troops in great weapon warriors and hammerers, but without any magic threat. Yes they can attempt to shut down the magic phase as defense, but without even thee option of using magic that is so powerful in 8th it is definitely a downside. Load up on great weapons more than war machines for better success. 8th edition is won in combat.
Orcs and Goblins - Their power curve is better with their 8th edition rules, and they probably deserve to be higher on the list but to me they are right in the middle blob of armies. I don't think the Arachnarok is powerful enough compared to other armies big gribblies, but it may be the point where future monsters are balanced around. Lots of little support units and excellent Savage Orc option for Core makes them solid middle tier.
Tomb Kings - loads better than their previous incarnation, I still think they suffer from being slow, relying too heavily on random magic, and crumbling too much. What they do have going for them is a great new lore, excellent special choices that can really be game changers or a solid plan to strategize around, and the ability to try and make your magic phase a more sure thing with the casket and hierotitan.
Brettonians - while I think they are stronger in 8th than people give them credit for, they are still near the end of the line. I am interested to see what options they have in the new book and how much cheaper their Knights will become, right now we are seeing lists of double Treb minimum. Relying on that to be competitive can be costly with all the anti war machine out there.
Ogres - while they can be very good in some situations, I still think they are too vulnerable with such a small model count. I think monstrous infantry is overrated in most cases in 8th, and it hurts an army full of them. There are more war machines doing multi wounds, more spells that remove models (rather than wounds), and more grinding through steadfast that just beat Ogres.
Beastmen - I think the beasts got the shaft with a poor lore and lackluster core for the most part. There are successful builds out there but overall I don't think their power level is competitive. They need better rare choices than their manly ineffective and overcosted monsters. Skilled players will rise above this and be successful, but that is more player than army.
Wood Elves - bottom of the barrel until they get their revision, steadfast is hard for a mostly skirmishing army. Add in the fact that the meta loads many armies with flaming attacks that are just that much worse for some of the best elite units in your army (Treekin). Shooting is harder because armies are in combat even faster with longer charge ranges.
Agree? Disagree? Give me your thoughts and let me know what your list is.
Monday, May 16, 2011
Ard Boyz semi finals this weekend!
Coming up this weekend is the Ard Boyz semi final round.3 more games of smashing filth against filth at 3000 points, with grand army rules, and no restrictions. I won 1st place at the prelim I attended and the semi final round will be held at the same store (Pandemonium in Garden City, MI). The only problem I am having is which army to take! If I can get them assembled in time, I will be taking the new Tomb Kings army I bought after selling my Orcs. So far since I bought them I have already assembled 40 Skeletons and 30 Tomb Guard. A lot of Chariots and big guys left to go.
Moving on to the event itself lets have a look at the scenarios:
Scenario 1, The Changer Of Ways
The mission is kill points based on Unit type, as well as some difficult magic rules. For kill points, your general is worth 5, characters are worth 2, core units worth 2, special units worth 4, and rare units worth 8. A minor win is 4 kill points, major win is 8 kill points, and massacre is winning by 12 kill points. The Changer of Ways rule forces a spell caster to roll another d6 after every spell cast. On a roll of a 1, the caster must roll on the miscast table and apply the results. Even if he already rolled because of irresistible force. I think this scenario more than any other this time will effect army composition. Large blocks and possibly lower magic in the armies that will show up. My possibly Skaven list has 51 kill points. My possible Tomb King list has 41 kill points.
Scenario 2, The Crazed Fanatic
This scenario is the most quirky in the lot. In the center of the table you place a crazed fanatic marker. It moves randomly and hits units for d6 strength 6 hits. You can try to "catch" it by moving into contact and making a strength check AFTER taking 2d6 strength 6 hits! If you catch him you can hold onto him. If you fail you will get hit by him again next turn as he moves off you. That is A LOT of damage. You can't ignore him either, or he will mow through your army, and he is worth a whopping 5 battle points as part of the scenario.
Scenario 3, Wez Is Betas Dan Yuz
Blood and Glory makes its appearance again this year, but you do not lose automatically for breaking. The first army to break gains 500 victory points and an extra battle point. It will be hard to break armies full of large units meant for the kill point and fanatic scenario. Interesting to see how it turns out.
I am still deciding what army to take. I just got a brand new army, so I am not crazy about having to win this year. That is why I am thinking about taking the Tomb Kings and just having fun. I have to get them put together in time though, and borrow a Casket of Souls. See you Saturday!
Moving on to the event itself lets have a look at the scenarios:
Scenario 1, The Changer Of Ways
The mission is kill points based on Unit type, as well as some difficult magic rules. For kill points, your general is worth 5, characters are worth 2, core units worth 2, special units worth 4, and rare units worth 8. A minor win is 4 kill points, major win is 8 kill points, and massacre is winning by 12 kill points. The Changer of Ways rule forces a spell caster to roll another d6 after every spell cast. On a roll of a 1, the caster must roll on the miscast table and apply the results. Even if he already rolled because of irresistible force. I think this scenario more than any other this time will effect army composition. Large blocks and possibly lower magic in the armies that will show up. My possibly Skaven list has 51 kill points. My possible Tomb King list has 41 kill points.
Scenario 2, The Crazed Fanatic
This scenario is the most quirky in the lot. In the center of the table you place a crazed fanatic marker. It moves randomly and hits units for d6 strength 6 hits. You can try to "catch" it by moving into contact and making a strength check AFTER taking 2d6 strength 6 hits! If you catch him you can hold onto him. If you fail you will get hit by him again next turn as he moves off you. That is A LOT of damage. You can't ignore him either, or he will mow through your army, and he is worth a whopping 5 battle points as part of the scenario.
Scenario 3, Wez Is Betas Dan Yuz
Blood and Glory makes its appearance again this year, but you do not lose automatically for breaking. The first army to break gains 500 victory points and an extra battle point. It will be hard to break armies full of large units meant for the kill point and fanatic scenario. Interesting to see how it turns out.
I am still deciding what army to take. I just got a brand new army, so I am not crazy about having to win this year. That is why I am thinking about taking the Tomb Kings and just having fun. I have to get them put together in time though, and borrow a Casket of Souls. See you Saturday!
Games Workshop Goes Resin
Taken from Here.
This is a price increase of 5-25%
Games Workshop Go Resin
Starting from the 28th of May 120 products that were Games Workshop direct only items will be coming back on the shelves as resin or resin Hybrids. This new range “Citadel Fine Cast” range will be limited in number for the first few months, so we will be taking advance orders for them.
Here are the new recast products at the full RRP;
41-60 COMMANDER DANTE £10.50
53-60 LOGAN GRIMNAR £14.50
55-61 THE EMPERORS CHAMPION £9.50
48-63 SPACE MARINE CHAPLAIN WITH JUMP PACK £10.50
44-60 DARK ANGELS COMPANY MASTER £10.50
48-61 SM LIBRARIAN IN TERMINATOR ARMOUR £14.50
53-61 NJAL STORMCALLER £14.50
41-61 ASTORATH THE GRIM £12.50
43-60 ABADDON THE DESPOILER £14.50
43-61 HURON BLACKHEART £10.50
50-61 ORK WARBOSS WITH ATTACK SQUIG £14.50
50-63 ORK BIG MEK £14.50
50-65 ORK PAINBOY WITH GROT ORDERLY £10.50
46-61 ELDAR AUTARCH WITH POWER WEAPON £10.50
46-62 THE AVATAR OF KHAINE £22.50
46-63 HARLEQUIN DEATH JESTER £10.50
46-64 HARLEQUIN SHADOWSEER £10.50
47-61 COMMISSAR YARRICK £10.50
47-63 IMPERIAL GUARD LORD COMMISSAR £9.50
51-61 TYRANID ZOANTHROPE £15.50
51-63 TYRANID TYRANT GUARD £15.50
51-64 TYRANID HIVE GUARD £15.50
51-65 TYRANID BROODLORD £15.50
57-61 BROTHER CAPTAIN STERN £14.50
57-60 LORD KALDOR DRAIGO £14.50
57-62 CASTELLAN CROWE £10.50
57-63 INQUISITOR COTEAZ £10.50
45-60 DARK ELDAR ARCHON £9.50
45-64 LELITH HESPERAX £10.50
45-63 URIEN RAKARTH £10.50
45-61 DARK ELDAR SUCCUBUS £9.50
56-60 TAU ETHEREAL WITH HONOUR BLADE £9.50
83-62 CHAOS EXALTED HERO £9.50
83-63 CHAOS KHORNE EXALTED HERO £10.50
86-60 EMPIRE CAPTAIN WITH HAMMER & PISTOL £9.50
92-60 WOOD ELF HIGHBORN WITH GREAT WEAPON £9.50
84-60 DWARF LORD WITH HAMMER & SHIELD £9.50
84-61 DWARF RUNELORD WITH GREAT WEAPON £9.50
90-60 SKAVEN WARLORD £9.50
90-61 QUEEK HEADTAKER £10.50
90-62 DEATHMASTER SNIKCH £10.50
91-61 VAMPIRE LORD £9.50
89-60 GRIMGOR IRONHIDE £10.50
89-62 BLACK ORC BIG BOSS £10.50
87-60 CARADRYAN £10.50
85-61 DARK ELF ASSASSIN WITH TWO HAND WEAPONS £9.50
81-60 MALAGOR THE DARK OMEN £12.50
10-61 URUK-HAI WITH CROSSBOWS £14.00
10-62 URUK-HAI BERSERKERS £14.00
08-61 GOTHMOG (PELENNOR) £20.50
05-60 ELROND AND GIL-GALAD £15.00
10-60 SARUMAN AND GRIMA £15.00
02-60 GANDALF THE WHITE £20.50
04-60 ARAGORN (THE BLACK GATE) £20.50
04-62 THEODEN (HELM’S DEEP) £20.50
04-61 BOROMIR (ITHILIEN) £20.50
09-60 SULADAN THE SERPENT LORD £20.50
08-62 THE DARK MARSHAL (RINGWRAITH) £20.50
05-61 DAIN AND BALIN £15.00
97-60 SKULLTAKER £14.50
48-40 MARNEUS CALGAR AND HONOUR GUARD £36.00
48-41 SPACE MARINE TECHMARINE WITH SERVITORS £25.50
55-40 BLACK TEMPLARS SWORD BRETHREN SQUAD £25.50
48-42 SPACE MARINE STERNGUARD VETERAN SQUAD £25.50
48-43 SPACE MARINE VANGUARD VETERAN SQUAD £25.50
53-40 CANIS WOLFBORN £30.00
43-40 NURGLE DAEMON PRINCE £21.50
43-41 CHAOS SPACE MARINE RAPTORS £25.50
43-42 DEATH GUARD PLAGUE MARINES £25.50
50-43 BOSS ZAGSTRUK £14.50
50-40 GHAZGHKULL THRAKA £22.50
50-41 ORK TANKBUSTAS £25.50
50-42 ORK BIG MEK WITH SHOKK ATTACK GUN £23.00
46-41 ELDAR RANGERS £20.50
46-42 ELDAR DARK REAPERS £23.00
46-44 ELDAR STRIKING SCORPIONS £23.00
46-40 ELDAR FARSEER AND WARLOCKS £20.50
51-42 TYRANID LICTOR £15.50
51-40 TYRANID HIVE TYRANT £36.00
51-41 TYRANID PYROVORE £21.50
45-40 DARK ELDAR INCUBI £23.00
45-41 DARK ELDAR MANDRAKES £20.50
56-40 TAU SNIPER DRONE TEAM £23.00
83-42 ARCHAON THE EVERCHOSEN £30.00
83-43 CHAOS LORD ON DAEMONIC MOUNT £22.50
83-41 CHAOS DRAGON OGRE SHAGGOTH £36.00
86-41 LUDWIG SCHWARZHELM £22.50
86-40 KURT HELBORG £22.50
82-41 THE GREEN KNIGHT £22.50
82-40 KING LOUEN LEONCOEUR £30.00
92-42 WOOD ELVES TREE KIN £30.00
92-40 ORION KING IN THE WOODS £22.50
92-41 WOOD ELVES TREEMAN £36.00
84-40 THOREK IRONBROW £36.00
84-41 DWARF GYROCOPTER £23.00
84-42 DWARF BOLT THROWER £23.00
90-40 SKAVEN WARPLOCK JEZZAILS £30.00
91-40 VAMPIRE COUNTS VARGHULF £21.50
91-42 COUNT MANNFRED £22.50
91-41 VAMPIRE COUNTS BLOOD KNIGHTS £61.50
88-41 KROQ GAR £40.00
89-44 GOBLIN SPEAR CHUKKA £18.50
89-43 SAVAGE ORC GREAT SHAMAN ON WAR BOAR £15.50
89-41 ORC WARBOSS ON WYVERN £40.00
89-42 GOBLIN ROCK LOBBER £23.00
89-45 GORBAD IRONCLAW £30.00
89-40 AZHAG THE SLAUGHTERER £55.00
85-41 DARK ELVES REAPER BOLT THROWER £18.50
08-40 THE DARK LORD SAURON £25.50
08-42 GULAHVAR THE TERROR OF ARNOR £30.00
08-43 MORDOR TROLL CHIEFTAIN £25.50
02-40 THE FELLOWSHIP OF THE RING £37.00
97-42 FLAMERS OF TZEENTCH £15.50
Starting Malifaux
My Wife decided to fall in love with the models of Malifaux, which quickly led us to start collecting, painting, and playing the game. As a small scale skirmish game that uses cards, rather than dice, it is REALLY fun to play. I have played a few practice turns and half games against her Colette crew and my first real game in my new Malifaux league against the Gremlins, and I am now really into the game. I am playing the Ortega's because I really, really like the Wild West theme. I could watch Tombstone every day, so long as I didn't already have Deadwood on. And of course, I have already bought tons more models than I need to play with to give myself the option of out thinking myself with choices. My main Crew is the Guild with Perdita, Santiago, Nino, Enslaved Nephilim, and Executioner. I have also have Fransisco, Papa Loco, Abuela, and recently picked up Ryle and the Death Marshals. I also found a sweet deal on a used crew with Sonia Criid, Judge, and 3 Witchling Stalkers all for only $15.
I will post updates as I paint more and as the league progresses, but for now here is a look at the main crew I finished painting for the start of the league. Weeks 1+2 are 25ss, 3+4 are 30ss, and 5+6 are 35ss... so after next week I will need to paint up more models.
PS... thanks everyone. I hit 100 followers! I am glad more and more people are finding my ramblings interesting and decided to follow my blog. There are plenty who email me that aren't necessarily followers, and I appreciated you reading as well. Thanks!
I will post updates as I paint more and as the league progresses, but for now here is a look at the main crew I finished painting for the start of the league. Weeks 1+2 are 25ss, 3+4 are 30ss, and 5+6 are 35ss... so after next week I will need to paint up more models.
PS... thanks everyone. I hit 100 followers! I am glad more and more people are finding my ramblings interesting and decided to follow my blog. There are plenty who email me that aren't necessarily followers, and I appreciated you reading as well. Thanks!
Friday, May 13, 2011
WIP Thunderwolves
I picked up the Thunderwolf Cavalry from Paulson Games this year during bits trade at Adepticon. I put off doing on work on them for weeks until my current 40k League started and now have a decent start on them. I have a little left to do on the wolves and then the riders themselves. Here we go:
I am hoping to put the work in on the Space Wolves to have my army painted before an upcoming DFG tournament. Not sure how realistic that is if I pick up a load of Tomb Kings this weekend, but we will see.
I am hoping to put the work in on the Space Wolves to have my army painted before an upcoming DFG tournament. Not sure how realistic that is if I pick up a load of Tomb Kings this weekend, but we will see.
Monday, May 9, 2011
New WHFB FAQ's released
There have been new answers to our Frequently Asked Questions. Everyone should be sure to read them before this month's Ard Boyz semi final round... but let's go through the changes in the BRB FAQ:
Page 107 – The General, Inspiring Presence
Change “within 12" use his Leadership instead” to “within 12"
may use his Leadership instead”
*MAY is a big difference to my Skaven when the General has a lower leadership than my Hell Pit Abomination.
Reference Section – The Lore of Shadow, Okkam’s
Mindrazor
Change “[...]Models in the target unit use their Leadership
instead of Strength when rolling To Wound with[...]” to
“[...]Models in the target unit use the Leadership characteristic
written on their profile, instead of their Strength, for[...]”
*HUGE change. Only a couple points of strength won't matter in many cases, but for some of the new Tomb Kings monsters it matters. For LD6 Beastmen it really, really matters.
Q: Is a model considered to be in base contact with himself? (var)
A: No.
*The fact that they had to put this in is sad.
Q: Can a unit near or on the board edge pivot (or wheel) so that
part of the unit (or its base) is temporarily off of the board? (p27)
A: Yes, though it is not allowed to end its movement with part
of the unit (or its base) off the board.
*Interesting change. I don't understand why they did it but I will run with it.
Q: Do bonus power dice, which are added to those taken from the
power pool when a Wizard casts a spell, count when working out if
a spell fails due to the Not Enough Power rule? (p32)
A: Yes, regardless of when these dice are added. The
exception to this rule is that it does not include any dice that
are secially stated as not being power dice (such as Night
Goblin’s Magic Mushroom dice).
* So a Power Dice is a power dice, unless it is not a power dice? Where would this take into effect?
Q: Do ranged direct damage spells that use a template have to
target an enemy unit? (p31)
A: Yes, the template must be placed over the target enemy
unit.
*I assume this clarification is for Scorch... which can be placed anywhere withing 24".
Q: Does a To Wound roll of a 1 always fail to Wound? (p42, 51)
A: No. Though it is very rare for a model to be able to Wound
on a 1+.
*Interesting.
Q: Can characters change position inside a unit as part of a normal
move?(p97)
A: Yes, as long as they end up in the rank closest to the front
of the unit that has a space in. It is also worth remembering
that even if only the character moves the whole unit will count
as moving that turn. Having a belligerent officer barge his way
through the unit is not conducive to a good round of shooting!
Q: Must a character be moved to the front rank of a unit as soon
as a space becomes available? (p100)
A: Yes.
*Huge changes to the current practice of BSB's in the second rank. I will now have to have another bunker unit for the BSB hiding in the back, or no longer give the BSB a magic banner (which I have been doing a lot).
Q: Certain spells, most notably Regrowth from the Lore of Life,
allow you to resurrect models that have been killed or even add
extra models to a unit. What happens if some or all of the models
added to a unit do not fit at the back? (ref)
A: Any models that do not have space to be placed at the back
of the unit are lost. If, for example, your unit has been charged
in its rear facing then you would be able to complete the back
rank and any excess models are lost.
*Big change for Undead players. Or any Life players who gets rear charged with more than the current rank of models missing.
Lots of interesting changed that will make an impact on upcoming tournaments. Be sure to study up and write your army lists accordingly! I know I will be.
Page 107 – The General, Inspiring Presence
Change “within 12" use his Leadership instead” to “within 12"
may use his Leadership instead”
*MAY is a big difference to my Skaven when the General has a lower leadership than my Hell Pit Abomination.
Reference Section – The Lore of Shadow, Okkam’s
Mindrazor
Change “[...]Models in the target unit use their Leadership
instead of Strength when rolling To Wound with[...]” to
“[...]Models in the target unit use the Leadership characteristic
written on their profile, instead of their Strength, for[...]”
*HUGE change. Only a couple points of strength won't matter in many cases, but for some of the new Tomb Kings monsters it matters. For LD6 Beastmen it really, really matters.
Q: Is a model considered to be in base contact with himself? (var)
A: No.
*The fact that they had to put this in is sad.
Q: Can a unit near or on the board edge pivot (or wheel) so that
part of the unit (or its base) is temporarily off of the board? (p27)
A: Yes, though it is not allowed to end its movement with part
of the unit (or its base) off the board.
*Interesting change. I don't understand why they did it but I will run with it.
Q: Do bonus power dice, which are added to those taken from the
power pool when a Wizard casts a spell, count when working out if
a spell fails due to the Not Enough Power rule? (p32)
A: Yes, regardless of when these dice are added. The
exception to this rule is that it does not include any dice that
are secially stated as not being power dice (such as Night
Goblin’s Magic Mushroom dice).
* So a Power Dice is a power dice, unless it is not a power dice? Where would this take into effect?
Q: Do ranged direct damage spells that use a template have to
target an enemy unit? (p31)
A: Yes, the template must be placed over the target enemy
unit.
*I assume this clarification is for Scorch... which can be placed anywhere withing 24".
Q: Does a To Wound roll of a 1 always fail to Wound? (p42, 51)
A: No. Though it is very rare for a model to be able to Wound
on a 1+.
*Interesting.
Q: Can characters change position inside a unit as part of a normal
move?(p97)
A: Yes, as long as they end up in the rank closest to the front
of the unit that has a space in. It is also worth remembering
that even if only the character moves the whole unit will count
as moving that turn. Having a belligerent officer barge his way
through the unit is not conducive to a good round of shooting!
Q: Must a character be moved to the front rank of a unit as soon
as a space becomes available? (p100)
A: Yes.
*Huge changes to the current practice of BSB's in the second rank. I will now have to have another bunker unit for the BSB hiding in the back, or no longer give the BSB a magic banner (which I have been doing a lot).
Q: Certain spells, most notably Regrowth from the Lore of Life,
allow you to resurrect models that have been killed or even add
extra models to a unit. What happens if some or all of the models
added to a unit do not fit at the back? (ref)
A: Any models that do not have space to be placed at the back
of the unit are lost. If, for example, your unit has been charged
in its rear facing then you would be able to complete the back
rank and any excess models are lost.
*Big change for Undead players. Or any Life players who gets rear charged with more than the current rank of models missing.
Lots of interesting changed that will make an impact on upcoming tournaments. Be sure to study up and write your army lists accordingly! I know I will be.
Thursday, May 5, 2011
Twitter and gaming!
Twitter has become huge in the gaming community more recently than ever. Every day you can find regular hobby posts by bloggers, podcasters, and regular joe shmoes who just enjoy the hobby and are looking for a public "forum" without all the drama. And the great thing is you can follow exactly who you want. I have been guilty myself of not posting blog posts as much as I could, but I post on Twitter all throughout the day almost every day.
For me it is great to post hobby updates and battle reports. As I play a tournament it is great to post spectacular moments in game or final scores after each round for people who are interested in seeing how the tournament is going... even from another country. Have a good laugh as the Doomrocket kills 30 Witch Elves one game, but the next a Warp Lightning Cannon blows up and forces a unit of Storm Vermin off the table first turn in another. Browse through current projects as well as stage by stage advances of units from other Twitter users.
If you're not on the Twitter bandwagon, you should be. You don't need to post updates regularly, or even EVER. It is worth signing up to be able to follow the active Twitter posters to get a steady influx of Warhammer in your face while you are anywhere, on your phone.
Here is a list of my favorite Twitter posters you should definitely follow:
@Rhellion - ME! This is my very active Twitter account
@Heelanhammer - Dan Heelan, major Twitter poster from the Heelanhammer podcast
@Baddice_podcast - Ben Curry and Ben Johnson of Bad Dice
@ginger_buddha - Domus's Rule of the Day
@Garagehammer - The Garage Hammer podcast
@Voxcaster - Games Workshop on Twitter
@FBroundup - Fantasy Battle Roundup, great blog and regular Twitter poster
@bluntforcegamer - another great Twitter poster, blogger, and podcaster
And many more I follow. Check them all out on my Twitter page. If you post regularly on Twitter and follow me, I will most likely follow you as well. I like to read about Warhammer projects of all kinds.
My battle report from last weekend's tournament will be up SOON!
For me it is great to post hobby updates and battle reports. As I play a tournament it is great to post spectacular moments in game or final scores after each round for people who are interested in seeing how the tournament is going... even from another country. Have a good laugh as the Doomrocket kills 30 Witch Elves one game, but the next a Warp Lightning Cannon blows up and forces a unit of Storm Vermin off the table first turn in another. Browse through current projects as well as stage by stage advances of units from other Twitter users.
If you're not on the Twitter bandwagon, you should be. You don't need to post updates regularly, or even EVER. It is worth signing up to be able to follow the active Twitter posters to get a steady influx of Warhammer in your face while you are anywhere, on your phone.
Here is a list of my favorite Twitter posters you should definitely follow:
@Rhellion - ME! This is my very active Twitter account
@Heelanhammer - Dan Heelan, major Twitter poster from the Heelanhammer podcast
@Baddice_podcast - Ben Curry and Ben Johnson of Bad Dice
@ginger_buddha - Domus's Rule of the Day
@Garagehammer - The Garage Hammer podcast
@Voxcaster - Games Workshop on Twitter
@FBroundup - Fantasy Battle Roundup, great blog and regular Twitter poster
@bluntforcegamer - another great Twitter poster, blogger, and podcaster
And many more I follow. Check them all out on my Twitter page. If you post regularly on Twitter and follow me, I will most likely follow you as well. I like to read about Warhammer projects of all kinds.
My battle report from last weekend's tournament will be up SOON!
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