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Showing posts from September, 2010

Rules Review: Can Dark Eldar change the game?

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In short:
Yes.
At length:
Warseer’s the Dude has got a fairly comprehensive post enumerating everything that is thus far confirmed to be in the codex of the Dark Kin. Much was gleaned from the presentation at Gamesday UK just a few days ago leaving the more competitive players among us with a lot to consider. First off, the question on everyone’s mind: Will the Dark Eldar be the end of Mech? The answer from my point of view is “to an extent.” With Ravagers firing all of their weapons at cruising speed and possible options for melta weapons on jetbike squads vehicles will not escape the hail of anti-tank firepower that the Dark Eldar can deliver to any part of the table top. Not to be underestimated also is the possibility of melta toting units (like Harlequins) firing their microwave weaponry from inside their transports. This is nothing new, of course since many transports have firing points but the speed (and presumably cheap cost) of the Dark Eldar rides can force even the most reckle…

Rules Review: Necron Tomb Stalker

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By Master Bryss
I’ve always had a soft spot for the little metal men of 40k, they were my first army after all. And now Forge World in their infinite generosity have given them a centipede. I love the look of this thing, I want one for my army, but do I want the rules? Let’s have a look...
On first impressions the TS appears to be moulded in a similar manner to the Trygon. It has the ability to deep strike, it’s monstrous, it’s got loads of wounds, it Fleets and it’s pretty damn hardy too, with the second best toughness in the game. It also borrows a Carnifex rule to have 6 attacks on the charge, and it’s here the Tyranid similarities end.
That’s not saying much though, the only things that mark it out as Necron in any way is the Gauss Flayers it holds and the War Construct rule (there’s also Night Vision/Acute Senses, but considering how situational it is and how short range its guns are I’ll disregard this). War Construct is an incredibly good rule to have as it eliminates the most com…

Codex Design: Building Army Character

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Hey guys,


been awhile since my last post. I've been immersed in Halo: Reach this past week - more on that here.


What I wanted to talk about today is a topic that has been troubling me since I began writing Codex: Stellan Hoplites. What I've found is that creating lore about a civilization or even just their armed forces is a taxing job and often seems pointless. Why add character to a book that is all about rules?


Well the obvious answer to that is that Warhammer 40,000 is not all about rules. If it were it would simply be a lackluster variation of chess. 40k is about cinematic realization as much as it is about inches and dice. There's a story being told in every decision the player makes that allows the cooperative creation of a battle scene centered around our favorite characters. 


So what makes these little guys so special? Well Games Workshop has invested a lot of money and manhours building a universe from scratch so that our toy soldiers can have context. The context gi…

Codex Design: FOC amputation

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So the designs for the Stellans have progressed quite a bit and inevitably I’ve reached a stage where much more time is given to removing superfluous entries than adding new ones.  From the very beginning the main objective of the codex was to create completely flexible entries thus minimizing any entries that did not contribute directly to what has become a very focused theme for the army.
Over time this design strategy has emptied the codex of any ‘padding’ where ‘padding’ refers to units that are added because they are deemed necessary to complete the codex’s profile even though they make for unlikely choices in any list. As an example let’s examine the Skyclaws from the Space Wolves’ Codex; an entry that has difficulty excusing its existence in a document that discourages their inclusion by providing more lucrative units around which the codex is based. That is to say Space Wolves players seeking to make the most of their codex would naturally drift toward choices such as the Wolf…

Wraithlord Soareth

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Rules by Ahrimaneus

Cost: 270



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Colonel Kerch of the Armageddon Steel Legion

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Rules by Master Bryss
When Ghazghkull Thraka descended upon Armageddon for the third time, the young Kerch immediately signed up to joined the fight against him. Assigned to an Armoured Fist squad at first, the young Kerch rose through the ranks and made Colonel at the age of 35. His firm belief in leading from the front has resulted in him leading hundreds of mechanised assaults, refining his tactics each time as well as perfecting his famed Armoured Barrage Drill.
One Company Commander in the army can be replaced with Kerch for +70 points. His squad MUST take a Chimera (see Transport for cost).
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