Saturday, 24 December 2011

A Bryssmas Message in Haiku

Yes, that is my head
My mates thought it was funny
'Twas uncomfortable

Bad puns out the way,
I wish you 'Merry Christmas'
Feliz Navidad

Back in 2012
With more Latin and suchlike
To educate you

So, in the meantime
Stuff your faces, et cetera
I'll see you all soon.

And yes, that is the closest you will ever get to seeing what I actually look like. Things to do in 2012 include:
  • Build and paint a Razorwing
  • Paint the Ark
  • Paint Trazyn
  • Paint Fridgey
  • Paint the Cronos
  • Build Immmortals and Deathmarks
  • Get four more As
  • Start uni
So I'll be back in the New Year to do all that stuff.

Friday, 23 December 2011

Themed Army: Retrocrons @1500

I don't very often design a list that I will never play, or am extremely unlikely to, but I thought I'd give this a stab in the wake of NINO. This is a themed list that tries to recreate the old style Necron army, with what I considered to be the ' key characteristics' of the fluff and playstyle of the old book, but in a modern setting. It's probably not competitive, but I don't care, it's retro.

Master Bryss' Retrocrons- 1500

"Necron Lord:" Overlord with Phaeron, Res Orb- 140

"Warriors:" 10 Immortals with Gauss Blasters- 170
"Warriors:" 10 Immortals with Gauss Blasters- 170
"Warriors:" 10 Immortals with Gauss Blasters- 170
"Warriors:" 10 Immortals with Gauss Blasters- 170

Fast Attack
"Destroyers:" 4 Tomb Blades with shield vanes and particle beamers- 120
3 Heavy Destroyers- 180
3 Heavy Destroyers- 180

Heavy Support
Monolith- 200

For less faithful but maybe slightly better Destroyers, use Shadowlooms instead of shield vanes.

Right then Mr Kilgore, let's see. You've got your resilient MEQ Troops back in the form of Immortals, aka Old Warriors But Better. For a facsimile of old Immortals, use your Phaeron to make one unit Relentless. You exchange the second shot for being scoring, so I can live with that.

I haven't bothered with Elites as the two choices I had there, C'tan and Flayed Ones, don't fit in well. For a retro C'tan, use two of of Gaze of Death, Transdimensional Thunderbolt and Grand Illusion.

In fast, the nippy S6 Blast Tomb Blade is the obvious Destroyer candidate, Blast being vaguely equivalent to the 3 shots of old. Heavy Destroyers are used as they always were, with Jetbike not making too much of a difference unless you need to escape in a hurry...

...which you could do with the Monolith. I know it's not as good as before, but as the list hasn't got Scarabs I can't use the only other retro Heavy, Spyders, and I couldn't afford a C'tan. It can now fire the Particle Whip and use the teleport nexus though, which is a plus.

In fact, the more I think about it the more I might actually use this list. I just need to proxy Immortals with Warriors and Tomb Blades with Destroyers and I'm good to go.

The main disadvantage to the list is it's not very scalable in the AT department while keeping to the theme. At higher levels Crypteks would become a must for me, maybe Szeras for the chance of T5 Immortals, and a Doomsday Ark or two, maybe in place of the 'Lith.

Right, that does it. I am trying this out soon.

Thursday, 22 December 2011

Read And Respond: NINO Part 3

One more of these, and maybe in the new year I will actually get back to my regular series, once I figure out what I'm going to schedule-wise post-merger. I also need a new coalition banner, which will be done once I finish playing around and decide what I want to do.

Anyway, the last NINO covers vehicles, characters and overall sum-ups.

Triarch Stalker: The author likes this. I agree, the whole thing looks like a combination of a Martian tripod and a camera tripod and gives a fair bit of shooting punch. Because of its cost, it doesn't scream 'auto-include' either, which is great.

Monolith: Prior to this we get another whine about how we've lost all the craziness of 3rd Edition rules. Please get over this. Anyway, the Monolith is universally agreed to be nerfed, with good reason. However, it still has two things going for it. One, the unit-shunt is an excellent crutch for those of us without the fifty squillion pounds needed for transports. Two, it's the cheapest all AV14 vehicle out there.

Doomsday Ark: Easily the most easy-to-use of all Necron weaponry, and well-received. With good reason, as it now possesses the best pie plate in the Necron arsenal. With a few Solar Pulses to protect it and some good luck, it'll cut swathes of swathable things.

Annihilation Barge: The author calls this great for small games but doesn't see the appeal past that. Neither do I to be honest. Maybe I'm missing something here, but it's 70 points of AP- blind luck. I'd love it to be the Necron answer to the autocannon, but it isn't.

Doom Scythe: The author loves the main gun, but I still don't get it. It's really bleeding expensive and AV11 with no shields. The Voidraven is cheaper and can use the void mine and still claim a Cover Save, which helps it greatly. This doesn't have that option, and so to me seems lacklustre.

Night Scythe: Now this I understand. It's like a Wave Serpent but with less protection and flexibility and more speed. And you don't need to expose its rear to drop your men. Result. The author's response? "Hmm..."

Command Barge: Well received. Again, I like this. I'd like it even more if the Empathic Obliterator became compatible with it, but I'm a sucker for movement attacks so like it anyway.

Ghost Ark: The author prefers the Night Scythe. I'm tempted to stick five Voidlance Crypteks in one and see what happens, but it's also a nice AV13 ferry. On to characters...

Imotekh: A running theme with Necron characters is how underpriced the characters are. No, it's just the Overlord, I assure you. He's called a 'Beast,' but again I don't see the appeal. You see, the traditional model that Imotekh falls into also includes Calgar, Abaddon, Asurmen, Vect, the Swarmlord... now, do we see a pattern? That's right, Imotekh can't fight for toffee, and his ability is a double edged sword. After all, with average army range being 24" if you can shoot him, he can defenitely shoot you, even in Night Fight.

Szeras: No real comment made on his usefulness. To me, at 1000 or less he's worth considering, as at that level a second Overlord is pushing it and 2/3 of the time he makes a unit worth more. Plus, he's the only other way of getting a Lance in.

Orikan: Seems OK, but I don't see the point in him. Apart from that weird combo everyone keeps mentioning.

Trazyn: Well received. To me, he's the best 175 useless points I ever spent. Sometimes he does nothing, other times, a lot.

Zahndrekh and Obyron: Well-received. To me they're the Sliscus and Lelith of Necrons respectively. And I like both of the above. Do want.

Anrakyr: Pyrrhian Eternals was a waste of space that should have been used to get old Immortals, or at least Assault 2 Blasters back, for some points of course. The actual HQ is likeable and fun.

Conclusion: I'm sorry, I have to snowmobile it.
"The previous Necron codex established a distinctive tone and playing style that made Necrons an interesting and challenging army (bland and flavourless), both for the users and their opponents. The rule changes with the 5th Edition undercut the Necrons’ biggest strengths and made them no longer competitive.The new codex needed to address the Necrons’ weaknesses; it largely failed to do so.Err...what? We got good infantry AT back and lost Phase Out.

Instead, it further eroded the characteristics established in the previous codex; that is, what is meant to be a “Necron.” Oh no, options! Heresy! It did so by making Warriors (the foundation of previous Necron armies) less resilient. No, they made them one point less, made their guns S5 and changed their name, Gauss blasters and cannons—already neutered by the current vehicle damage tables—became less powerful, so that Immortals and Destroyers were not as effective as they used to be. OK, we lost old Immortals, but who used Destroyers as AT again? Necrons were known for being an infantry-heavy force, and still can be, but now many new vehicles, including new transports have been introduced.This has made Necrons less distinctive and more like all the other transport-heavy armies in 5th Edition. Read: they moved with the times. Plus, their transports are totally different. Does that count for nothing?

Worst of all, the new codex has taken an appallingly wrong turn (bold new direction) with the “fluff,” or background information of the army.Necrons used to be scary and worthy of respect; now, some of the characters described are almost comical...thus giving them slightly better motives and more distinctness. By assigning more “human” characteristics to the Necrons, the writers have made them easier to understand, even to empathize with: the ‘bots have undergone the Twilight treatment. Apart from the fact that this is Makeitupyourselfhammer 40,000, and that is easily remedied. While some expanding and building of the fluff would have been fine, Games Workshop has horribly, horribly erred. Yeah, and Valeria is pregnant with Trazyn's baby.

This is not to say that the whole book is rubbish (some sense!): several units are very good, welcome additions to the army.The new models do not stray from previous themes, but are still well done.But taken as a whole, the new codex is a crushing disappointment (eh, what? A superficial extra feature damns it beyond redemption?), especially compared with the superb Codex: Dark Eldar.That book addressed the fundamental flaws that made Dark Eldar non-competitive and basically unplayable under the current rules (not really, it just added far more builds and made our troops suck less. You obviously weren't trying.), added units that filled in gaps, and expanded the fluff while maintaining the original character and spirit of the army.Codex: Necrons mostly fails—often wretchedly—to do that.Good grief, how many times? The. Old. Necrons. Had. No. Character!

For you long-time Necron players and gaming purists (read: 3rd Edition players), the best way to consider this codex is to simply forget your previous notions of what Necrons ought to be and how they ought to be played.Those Necrons are dead, and they may never return. Good! I was sick of playing the same list again and again. For better or worse—much worse, in my opinion (we get it, move on)—the new Necrons are here.And seeing as how it took 9 years for a new codex to come along, it looks like we’ll be stuck with them for a long time."

In conclusion, despite some horrible, horrible fluff bias and rose-tinted-glasses, the Necrons were somewhat well received and yet somehow a crushing failure? Ah well, my own conclusion is that we Necron players now have a better lot.

My unreserved apologies for sinking so low as to snowmobile, but, as a young person, I despise people who yammer on about how much better it was in the old days. I'll probably come back nearer the 24th to give you a lovely Christmas haiku or two. But no presents. Sorry.

I was going to post this yesterday but my internet went down. Since it resumed, I've found out I've received an unconditional offer from the University of Aberdeen for Law with Spanish. I'm going to uni! Woot!

Sunday, 18 December 2011

Interlude- More Warpath Nonsense

Because it's free and I have the time, I had another go at Warpath with 'Scape, with me trying out the new Corporation army against Forgefathers (read: Imperial Guard versus Space Marines). Again we played 750 points, again I won, easily.

One thing to know about the Corporation is that they're cheap, just like Imperial Guard. This gave me more room to spend ludricrous sums of points on big guns, allowing me much more firepower than he could hope to muster at that level. I'm still trying to get how Mantic expect us to learn the game and get a fair win/loss ratio at anything less than 2000 points. There seems to be a clear hierarchy with the three current armies at smaller levels, with Not-Orks at the bottom and The Imperium But More Obviously Evil at the top.

Furthermore, the weird line of sight led to some odd scenarios, like when his squad leader could see me through a window and so his whole unit could shoot at me, but at the angle I was positioned at I couldn't shoot back. And don't get me started on how broken aircraft are at low points levels, especially considering the abysmal accuracy of this whole universe.

Yeah I know, if I don't like it I should get back to improving my Necrons. But I feel like I have to do some horizon broadening sometimes. Unfortunately, this doesn't seem to be it. Unless I do some serious personal modification to actually support small games, like 10-point and less AT weapons and such.

Oh, great. I've just realised that the solution to my problems is the Warpath equivalent to the melta gun. Kill me now.

Saturday, 17 December 2011


You might have seen that the post count has gone up. A lot. The Rules Manufactorum/Bryssling merger is complete, giving me an even longer official blog name and more scope to write stuff with. All of the imported posts claim to have written by me, but Atrotos, Sabreau and Max have a hand in a lot of them, so don't believe what you see. The blog banner will be changed and the RulesMan articles page updated with the new Bryssling links shortly.

This is the future of the blog. Welcome to my truly all-round hobby place.

RM:The Eulogy

We are gathered here today to pay respects to a short, but bright, project. Launched with a single forum post and a name that didn't exactly roll off the tongue until I realised it could be shortened to RulesMan, Rules Manufactorum's early days were those of two authors (one of whom communicated through the other until eventually gaining the ability to post himself) putting out unit and character entries. And I'd like to think we were semi-decent at, gathering a slew of entries and a design competition.

However, even by this point the differences between the two of us were clear. As is so often the case, one author dealt with the events of adult life, getting married and getting a new business off the ground, while the other, still going through the much lighter pain of the Scottish education system, had more time to write. But that didn't really matter, as we still had decent, quality output. The student author learned to write proper articles as well as unit entries, and from this sprung a multitude of series, the most successful among them the Top Bryss and Hints for Homebrew posts.

Cracks began to show a few months ago, when the strains of running a business took up more and more of one author's time. A brief rally was issued and a reboot attempted, but ultimately we failed. Which brings us to now.

I've always thought of RulesMan as the European Union of 40k custom rules. Now, as in real life, Greece has its own problems to deal with, and since that makes me Britain, I should be distancing myself. But that's not exactly what's going to happen.

As my last gesture to such a great project, a project that allowed me to become the author I am today, RulesMan is to be merged with the project it inspired, creating one blog by the formal name of Casual Rules Bryssling of a Ruthless Mind Manufactorum, or RulesMan-Bryssling for short. The content I would normally put into this will now go into Bryssling, with the optimistic aim of creating one of the best truly all-round hobby blogs out there (sort of like Galaxy In Flames but with more Latin).

It's been an honour sailing with all of you. Especially Sabreau, Ahrimaneus, Max, and of course Atrotos, who started the whole thing.

I hope to see you all on the other side, and a Merry Christmas to everyone.

Wednesday, 14 December 2011

An Actual Magnet Ark Update!

Yes! I've been hammering away at it when I can, and now it's in a ready-to-prime state! Just in time for Christmas, which will no doubt yield more things to spray! <sarcasm>Joy of joys!</sarcasm>

I'm actually surprised at how well it all holds together. Initially I was thinking of using a second flying stem to give more balance, but it seems to work. The stem on the left is Fridgey's, ignore it.

Slightly better lit this, but acquiring a blogging camera that isn't my iPhone is a high priority, I assure you.

For my next project, I plan to buy a box of Warriors and a box of Immortals, then build five Deathmarks, ten Immortals and two Warriors. Not only will this give me access to a 10-man unit with gauss blasters (I already own five old metals), it will give me an actual round number of Warriors, and not the 38 I currently have at my disposal.

Saturday, 10 December 2011


On Friday 9th December, I received another communique from Our Glorious Founder. The strains of real life and running a business are too much for him, and so he feels he's ready to call it a day for good. Again.

I'm utterly convinced he means it, and so that leaves me in the same position I was a few months ago. My options are the same as last time, keep the blog or merge it with Bryssling. It's becoming increasingly likely that I'm going to do the latter, with the aim of having one blog that updates more regularly than two seperate ones.

As you can probably tell by the abruptness, I'm no good at this sort of thing. I do intend to write a proper eulogy within the next week, hopefully before I sit my practical driving test on Friday.

I'm not going to go into all the 'It's been so amazing to...' stuff until the eulogy. See you then, I suppose.

Read and Respond: NINO Part 2

We now come to the unit reviews, which is good because I'm sick of the whole 'attack the fluff' tangent. But before that, we need to talk about special rules.

The article goes first to Reanimation, and mentions how much worse it is than FNP at negating massed fire. I'm of the opinion that FNP is a better representation of resilience than it is reanimation, and besides, Nurgle and BA already cover that niche. What annoys me about RP is more along the line of this. In the olden days, you got WBB of 4+ to anyone equal to or weaker than the Plasma Gun. For the reduction to 5+ we can now get back from Battle Cannons, Krak Missiles, etc. Which is great and all, but I would be happy with just relying on cover. We also now get up from power weapons, which would be great if we weren't all dead by thd point of resurrection. Overall, I agree.

Ever-Living needs clarification. I'd like it to be some kind of backup system for when the character is on his own, but that's wishful thinking. Agreed. Likewise agreed on Entropic Strike.

The Living Metal bit is a whine about Monoliths not being uber again. Necron players have to resign themselves to accepting that old Living Metal was a relic of a bygone age. Plus, this only really weakens us substantially at 24", where all of our firepower is. All this tells us is that we actually have to take care of our vehicles now. Next is unit reviews.

Overlord:  The author is ambiguous as to his view, but to me, he's worse than the old Lord. Yes, he's 10 cheaper, but for that he lost his power weapon and I4. This makes him either an overly expensive Crytek key, an overly expensive unit buff, or a combat guy who can't move very fast. Once I convert Zahndrekh, I'll hardly ever consider this guy, as the Nemesor is better value.

Destroyer Lord: Believed to be OK, I would be tempted to trial it with its old mate the Wraith again. Shame about the cost.

Necron Lord: A lot is made of how useless they are, however the Res Orb is never mentioned. Why not? It's the main plus of this unit. The other use it has is as a Warscythe in a Lychguard unit.

Cryptek: These get a positive reaction, which is good as I wouldn't be happy if it didn't. This unit single-handedly improved Warrior utility and the value of old Pariahs.

Warriors: It is claimed they have no special weapons. They do, they're called Crypteks. Think outside the box, authorguy.

Immortals: The author spent a lot of the Warrior paragraph complaining about how he preferred the old Warriors. Well, here they are. Shame he dwells on the Gauss Blaster nerf. Admittedly, I agree that I would have liked something like the old Immortals in the Elites slot (why Ward didn't use Prryhic Eternals for this I don't get), but I like these guys.

Lychguard: Here described as best used as a tarpit. Agreed, although they're strong enough to comfortably wail on things weaker than them also.

Deathmarks: The author doesn't like them. He then goes on again about how Necrons can't kill vehicles. How many times must I state that destruction is NOT the be-all and end-all of anti-tank?

Flayed Ones: Again, these are disliked. Before the 'Dex, my thoughts were that these 'bots would retain Infiltrate and lose all other rules and become Troops at a cheaper price. Ward went halfway, but failed to make this unit Troops. Even though they look like Troops.

Triarch Praetorians: The author prefers these slighly to Lychguard. I don't get this, but maybe they're half decent with casters and voidblades. I'd have to test.

C'tan: Mentioned in passing, this is an expensive toy. That said, with a bit of luck even its death could be a boon. The authors prefers them over the T5 combat guys, but forgets to mention how much heavier an investment it is.

Tomb Blades: The more I hear about them, the friendlier I become to them. The author agrees with T'Leeks regardling the Shadowloom/Particle Beamer configuration. Maybe these really are worth a punt, albeit only in an expensive configuration. And they'll probably be £14 for 1...

Destroyers:  Nerfed and hence disliked. An easy agreement. Also agreed on the Heavy D point.

Canoptek Units. All of Them: Believed to be improved. Another easy agreement. The only bad point is the loss of 2+ Boost Cover. I too will miss this, but we must carry on with our new 12" assault move.

Apparently, vehicles is next. So I'll be back to that soon.

But last of all, a briefer version of an announcement that I haven't made yet. I'm sorry to report that RM is dead. I'll write the eulogy tomorrow.

Tuesday, 6 December 2011

Top Bryss Rules Rant- Spawn Fhtagn!

Tonight, Felix fails at Paint, Atrotos flies over a pond, and I eat an advent calendar...

'Tis the season to be jolly! With Chaos Legions rumours flying around like atoms on speed, I decided that I would invade Atrotos' Rules Rant series this week with a perennial classic. The little black dress of rants, if you will. Spawn.

Let's start with the basics. With a top speed of 24ipt, and the Beast category, this should fall into the category of a muscle car. GW clearly think this too, as they have given it the normal muscle car treatment, but up to eleven. "Your muscle car corners like a jelly! Pah! Ours is completely out of control!" shouted Gavvio Thorpatore, its deranged creator, as he added to the Spawn a complete lack of handling. No, really. You can't steer this thing any more than you can steer a large rhino. It just blindly charges.

This would be fine if the bodywork was up to scratch, but Gavvio thought of that too. Sure, it's held up by T5 suspension and has 3 seats for wounds, but you'd get more protection from a mankini. What's worse is that, since the Spawn's release, more and more units have gained Poison. Sternguard, Deathmarks, the entire Dark Eldar race, it all adds up to dead Spawn. And because of Rage Steering, you have no hope of getting it out of the line of fire.

Even supposing it does get into combat, what's it going to do? It has random attacks that have neither poison nor save-ignoring powers. Yes, it wounds Guardsman on a 2+. So what? Fling it into power armour, and it's gone. Saying that your combat unit has the ability to defeat Guardsman is like saying your beautiful girlfriend has one eye and more of a beak than a nose. It's not what you're advertising it as. And when it does lose combat, it's Fearless. So it has no choice but to take more wounds, that it can't save. Wonderful.

Now tell me Gavvio, how many thousands of pounds will I have to spend to own this monster? Wow, only 45,000! I'll ignore the fact that for 5,000 more pounds I could have the Spyder, an awesome Necron convertible (oh God, that's a bad pun). You know, the Monster with a 3+ save and S and T6. The costing of the Spawn doesn't even make sense compared to the Carnifex, and you really can't get any lower that.

The Spawn goes in Fast Attack, but doesn't use up a slot. That's because it's not very fast, and it can't attack. It can't even go up stairs. At least the Daleks got rayguns to make up for that...

Friday, 2 December 2011

Read and Respond: Necrons in Name Only (1)

Normally, I look forward to a new article from The Jungle. So, naturally, I'd be looking forward to the Necron review, as it would catch things I might have missed, or reinforce my own thoughts. However, this time there is a problem. The author has somehow decided it is a bad book. And I don't get this.

Now, the accepted internet practise here is to 'snowmobile,' which, although it's certainly the right season, isn't an option for me. Therefore I'll just quote bits that particularly annoy me and respond without reaching my limit and vomiting profanity onto this oh-so-pure blog. Here we go:

1) Necron Characteristics; These are given as follows:

Extraordinary resiliency. "Your basic Necron Warrior had T4, a 3+ Save, and the “We’ll Be Back” rule. " That's not a characteristic, that's a Marine with an Austrian accent. The correct description of this characteristic is "Necromancy." And they've still got that, even if it's a bit worse.

Short-ranged firepower: Still there, move on.

Phase Out. "The key to defeating Necrons was to knock their total number below 25%, whereupon the rest of them would “phase out,” disappearing from the battle and causing the opponent to automatically win the game. Canny Necron players loaded up on Warriors, one of the cheapest actual “Necron” units (Scarabs and a few other units didn’t count for Phase Out), to bulk up their numbers. "

If you read 'canny' as 'anyone with a brain,' you'd be right. This isn't a characteristic, it's a detriment to list-building.

Plenty of vehicle-killing. "Most Necron guns were “gauss weapons,” meaning (as it still does) that rolls of “6” to penetrate any vehicle, no matter its Armor Value, would result in glancing hits. As even your basic Warrior packed a gauss flayer, opponents quickly learned not to get their vehicles too close to the ‘bots—or even to take vehicles at all when facing the Necrons. "

Yes, but this was in the days when vehicles were seemingly made of explodium. I'm happy enough shaking, and if you get the sheer weight of firepower you can still strip a vehicle bare. Maybe not destroy, but I'd settle for no guns/movement.

Vehicles? Necrons only need one. "Necrons had Destroyers and Heavy Destroyers, jetbikes which were massively over-armed compared to their equivalents in other armies. The only true vehicle they had, however, was the aforementioned Monolith, a pyramid-looking floating tank that had all kinds of freaky abilities, including an annoying resistance to lance- and melta weapons. Plopping down a Monolith elicited groans from opposing players; using two or three Monoliths was sure to ruin their day. "

If a gauss cannon is over-armed, I'm a parrot. I don't see what's wrong with moving with the times, either.

The nigh-mandatory Orb + Veil: Why is it all of these 'characteristics' seem to be things that promoted bland army design?

God(s) on their side. Yep, still there.

The 'review' then goes on to highlight how key Necron problems have not been tackled, ie. I2 in combat, the gauss nerf. Oh boo-hoo. We lost Phase Out and Warriors are cheaper and less valuable. You're still better than a bolter, get over it.

It is suggested that Gauss be made Rending (but oddly, not against vehicles only (the logical parallel to old rules), which smacks of wishful thinking), and that Necrons are made Stubborn (which I agree with, but again, squads are more plentiful and you don't need to worry about Phasing Out any more). This would normally be where I'd insert a rebuke, but I've already done that in brackets.

The next point is that the fact that AT is made most readily available in vehicles is a marketing ploy, pure and simple. I repond to this by highlighting that Warriors can now have special weapons in the form of Crypteks, which your Pariahs can be used for if you had any. If you don't, it's not hard to convert them with the array of new plastics.

We now come to the fluff. This is more whining, along the line of why the C'tan weren't Isaac Asimov fans and why the Necrons slept of their own will for so long. Well, the C'tan aren't actually omniscient gods, allowing them mistakes, and to be fair, the Eldar empire lasted a fair while. I'm pretty sure if the C'tan aren't omniscient, the Necrons are allowed one wrong guess.

We then get another bit about how Lords have personalities, and humans can relate to them, and that's bad. Somehow. Maybe I'm missing a trick, but I'm sure that the fluff-wise the Necrons precede the Eldar and humanity. This means that they get first claim to personality stereotypes.

Plus, how hard is it to use the following as your army fluff?

The Overlord of Fubarland wakes up, however his memory circuits have gone a bit awry and he still believes he is a servant of the C'tan. Therefore, he is very happy to find his 'master' again, in a shard found in his travels. Insert something that justifies the old Cyberman attitude of the Necrons, and you've got the old fluff back. And a better book. Praise be to the Deceiver!

Hopefully the actual unit reviews will be better. Hopefully.

Saturday, 26 November 2011

Hints for Homebrew: HQ

Before I begin any work on a Hints article for Unique Characters, I'm going to have to lay some groundwork in the form of normal HQs, as that is what most of them are based on. As ever, this article will lay down some good hints as well as highlighting common GW methods which should be avoided or could do with being used less. Here we go:

1) Decide on HQ Type: There are currently four types of HQ in 40k: Combat, Range, Pure Support and All-Rounder. Most HQs include some kind of support element, but will generally sway towards one type or another. When determining what type your HQ is, consider stats, rules and possible loudouts, but that last one is to be taken with a pinch of salt.

Example #1: The Warboss and Succubus are Combat HQs. The Succubus has no support rules whatsoever and no purpose other than melee, while the Warboss contains support elements in the form of making Nobz Troops and Bosspoles, however the statline and wargear makes it more geared to combat.

Example #2: Range is the least common HQ type. There's the Tau Commander and the Herald of Tzeentch and that's about it as far as pure range is concerned.

Example #3: Pure Support comes from the Ethereal, the Farseer and the Senior Officer. Although the Officer can technically fight in combat with a decent weapon, in practise that's a role for Straken.

Example #4: All-Rounders are the most common type. This category includes the Autarch, the Archon, the Overlord, the Librarian, the Tervigon, the Inquisitor, etc.

2) Wargear: It's very easy to just make your HQ an All-Rounder. As long as it has at least WS/BS4 and a smattering of combat gear then it could technically be classed as one. However, I'm a firm believer in not including wargear for the sake of wargear. It's easy to make an All-Rounder. It's harder to make a good All-Rounder that isn't a master of nothing. Therefore, choose your wargear carefully.

Oh, and for the love of all that is holy don't overprice it. GW are still trying to get over this hill. It's not that hard.

Example #1: It's recent and it hurts. Why is it 45 points for an Overlord to have a Phase Shifter? That's more than the cost of the two-wound Wraith, who has it built in.

Example #2: The Archon is an example of what an All-Rounder should be like. He can kill characters, he can shoot a Blaster with BS7, he can boost combat units with grenades and he can carry a Webway Portal. The only other thing I can think of that I'd want him to do is come to life and walk around the tabletop on his own, leaving his base in the dust.

If you know what type of character you've got, use or design wargear to support that. With characters, I like to use the Enhancers principle I laid down in Monstrous Creatures, plus two additional types.

2.5) Unit Enhancers and Morale Enhancers: The former are things that improve units (duh), such as the Phantasm Grenade Launcher, the Kustom Force Field, Mek's Tools and the Resurrection Orb. Generally these enhancers also fall into a previous category, as they improve the Dakka, Survival, Combat and occasionally Mobility of the unit.

The latter are a sub-class of Unit Enhancers that revolve around Leadership, and include the likes of the Bosspole. They are much less complex.

2.75) Special Rules: Again, these fall into Enhancers. While wargear is more survival focused, rules tend to improve unit output in range or combat.

Examples: The Chaplain's Litugies of Battle is a Combat Enhancer. Orders can enhance Dakka, Survival and Mobility.

3) The Actual Pricing Bit: It's rare to find a HQ for less than 50 points, unless it's really bare-bones to begin with. Remember, a HQ is absolutely compulsory, so a standard one should be cheap enough to give you some wiggle room at lower points levels. That, or you should consider creating at least two HQs. One could be around the 100 point area, the other between 40-60, or similar. Avoid going over 100 unless you are a Monster, as that sort of thing is better left to unique units.

It goes without saying that you factor rules, stats and gear into this.

Good Example: If you were forced into taking a Grand Master or Librarian, Grey Knights would be really limited at lower levels. Thankfully, a cheaper option in the form of the Inquisitor is given, which works well as a compliment.

Bad Example: This is one of the few things I dislike about the new Necrons. Your cheapest HQ is 90 base and does naff all with his existing wargear. At lower levels that's a very high premium to pay in order to gain access to Lords and Crypteks.

I can't tell you what a 'fair' priced HQ is because it varies by army. I can only tell you the reasonably expected ballpark figures. However, comparison between similar armies can be done.

4) Multiple HQ Units: These days no book has only 1 standard HQ, and unless it's a minidex you want, you should follow suit. Multiple HQs shouldn't make their partners redundant. Mini-versions are acceptable, however to me that still counts as 1 HQ option.

Good Example: The Autarch and Farseer. One allows more control over what's off the table, the other gives more control over what's on the table.

Bad Example: I'm baffled as to what the point of the Chapter Master is. He's essentially the same model as the Captain but with one more rule and a different bodyguard. I'm sure all this could have been streamlined into one entry.

5) Utility: This is a big buzzword for HQs right now. Giving a HQ power over the chart can offer your army that much more freedom, and is an easy way to create new list options. I'm not saying you have to, but it's generally well-appreciated and can give certain units that otherwise seem out of place a new lease of life.

Example #1: You can't mention Utility without mentioning Wracks. Without this school of thought, they would languish and be outcompeted by Trueborn and Incubi. In Troops they offer a new style of Dark Eldar play. Cheers for that, Haemonculus.

Example #2: Even on a smaller scale this idea adds more punch. The Warboss allows one unit of Nobz as Troops. This gives you more Lootas and a powerful scoring unit.

This lays some groundwork for the big one: Unique Characters. I'll probably split that up due to the array of different sorts there are.

Thursday, 24 November 2011

Mirror Match! 2000 Necrons V Necrons

I think I love remixing Wobbly Model characters too much.
I should clarify, that's nothing like how it played out. Our lists are quite different. Sort of. Mine was:

Master Bryss' Necrons: 2000-ish Points
Trazyn The Infinite
Royal Court: 1 Necron Lord with resurrection orb, 4 Cryptek Harbingers of Destruction, 1 Solar Pulse
C'tan Shard- Writhing Worldscape, Grand Illusion
9 Flayed Ones
10 Warriors (Cryptek added)
10 Warriors (Cryptek added)
10 Warriors (Cryptek added)
8 Warriors (Cryptek added)
5 Immortals (gauss blasters, Lord added)
3 Destroyers
3 Heavy Destroyers
Canoptek Spyder

This is me trying out some new stuff (Pariah-to-Crypteks), some stuff I haven't used in a while (C'tan, Spyder) and some old favourites (Immortals, Heavy Ds, Monolith).

Cyberscape7's Completely Different Necron List: 2000 Points
Overlord with warscythe, resurrection orb, sempiternal weave and phase shifter
Royal Court: Lord with warscythe and resurrection orb
5 Lychguard with hyperphase sword and dispersion shield
7 Flayed Ones
C'tan with Writhing Worldscape and Pyreshards
15 Warriors (Lord added)
12 Warriors
12 Warriors
3 Canoptek Wraiths with whip coils
10 Canoptek Scarabs
3 Destroyers
Canoptek Spyder with particle beamer
His Big New Thing is Lychguard and attached Overlord, running a more combatty game than I was.

We rolled Annihilation in Pitched Battle format (good omen, this was the scenario from the day befire I crushed the Necrons in), with 'Scape going first and ruining the Grand Illusion. Being as I am an idiot, I forgot to take pictures. Sorry!

'Scape's Reserves: 12 Warriors, Flayed Ones, Monolith
My Reserves: 10 Warriors, 10 Warriors, Heavy Destroyers

I did not wish to Sieze the Initiative. Why would I when pretty much all our guns are 24" anyway?

Oh, and one more thing. The Vassal images aren't 100% accurate with regards to measurement, actual terrain size and all that. Just use it as a sort of visual guide to accompany the more accurate text and you'll be fine. The pictures also cram all three phases into one shot, but that shouldn't be a problem if you're paying attention. Lastly, I'm putting them in at full size. I know this isn't really compatible with the blog format, but it does make the pictures much bigger. Enjoy.

Set Up

Fairly straight forward. The Flayed Ones are there as a counter-weapon against the Scarabs. Ignore the Ms, they mean nothing. Oh, and his Pariah models are Lychguard. Mine are Crypteks.

Turn 1.0

'Scape opens with the classic Necron move, the Advance Everything.

In shooting the Scarabs run 1", the C'tan 4", the Wraiths 1", the Warriors 3" each and the Lychguard 3". The Destroyers down one Immortal, and the Spyder does nothing. I pass my RP roll.

Turn 1.5

I use the Dimensional Corridor to acquire a Warrior blockade from the left hand side and then move forward with some units and backwards with some others.

I fire the Particle Whip at the Scarabs but scatter badly and kill 1 swarm only. The Immortals don't do much better, causing 2 Wounds. The Cryptek fires his Lance at the Swarms, and misses. Over on the right the Trazyn's unit try to target some Warriors, and down 3, none of which revive. The Spyder and C'tan run, and any other shooting I try is ineffectual.

Turn 2.0

Reserves-wise, 'Scape gets his last unit of Warriors. I activate the Solar Pulse.

Of course, he then runs with most units, except one unit of Warriors which knock a wound off my C'tan, and the Destroyers, who take a punt at the 'Lith and fail.

Combat wise, the Scarabs multi-charge the Monolith and Warriors, which results in me losing 1 Warrior overall (lost 4 but 3 got up), him taking 2 more Wounds, and my Monolith reduced to AV13 for the rest of the game. The Wraiths knock 2 Wounds off my Spyder, for nothing in return.

Turn 2.5

I get a squad of Warriors in, disengage the 'Lith and move in with the Flayed Ones. Other moves are as shown.

In shooting, 7-2 (ie. seven minus two, who rise again) Warriors are Particle Whipped to death. Trazyn's unit kills 3-2 Warriors (get used to this, it's easier to type). From what the notes say, nothing else good happened.

In combat, the C'tan charges the Destroyers and wipes them, the Flayed Ones and Warriors do some Scarab wounding, and in return I lose one Warrior. Some No Retreats are taken. The Wraiths kill my Spyder.

Turn 3.0

'Scapes Monolith comes in, and some stuff moves.

The 'Lith attempts the Portal of Exile on the C'tan, but it fails. 2 Flux Arcs have no better luck against my Monolith, but I do lose 1 Immortal to the other half for good. Pyreshards and flayer rounds are hurled at my C'tan to no avail.

My C'tan also has the pleasure of being assaulted by a Spyder and some Lychguard. This...doesn't go well. For the Spyder. It's crushed. But my star god loses a Wound.

Meanwhile, the Flayed Ones rip apart the ailing Scarabs, with no damage taken on my end. The Wraiths assault the Monolith, and I lose the Particle Whip and the ability to move.

Turn 3.5

Heavy D and the boys come in, and my last unit of Warriors beams in through the Monolith portal. Some moving is done.

The Heavy Ds immoblise the enemy 'Lith, while my depleted Warriors successfully stun it. The Immortals try too, but fail. My Monolith meanwhile wounds a Wraith with flux arcs, and the Warriors on the right wipe the Warrior squad with Necron Lord, who doesn't return.

I hurl the Flayed Ones at the Wraiths, losing 2 models and wounding the Wraiths three times, remaining locked. This means only 2 Wraiths are left. The C'tan kills 1-1 Lychguard for 1Wound back. Which is a nice way of saying the Pseudo-Deceiver did naff all.

Turn 4.0

'Scape's Flayed Ones come in through his dimensional corridor. Warriors advance.

The Warriors kill 3-1 Warriors.

I lose a Flayed One to the Canopteks, but fight on, doing naff all.

His C'tan and my C'tan do battle, but neither side does any wounds at all. Despite his C'tan having backup. Anyone else think C'tan should be a name for a musical instrument?

Turn 4.5

I pull more Warriors to the left flank, even risking some in Dangerous Terrain, with no ill consequences.

In shooting, his Monolith loses the Whip, and I wipe a Warrior unit.

In combat, the Flayed Ones prevail over their taller opponents, while my C'tan explodes spectacularly, and permanently destroys 5 Flayed Ones. It might also have killed a Lychguard or two.

Turn 5.0-6.5

The next few turns are combat, combat, combat for 'Scape. His Lychguard and Overlord wipe my Destroyers and his C'tan is entangled in a Warrior squad. It spends the rest of the game picking them off but never escapes.

The Guard and Lord then wipe a Warrior squad with the remaining time, while I try to down them and fail. By game's end (no Turn 7), the board is like this:

All the action is there in the corner. But now it's time for the scores:

'Scape killed: My C'tan, my Spyder, my Destroyers, two units of Warriors and my Heavy Ds.

I killed: His Royal Court, his Spyder, his Destroyers, his Scarabs, two units of Warriors and his Wraiths.

7-5 to me.

Overall a good game, although I wanted more mileage out of Trazyn than I got.

Sunday, 20 November 2011

Top Bryss Reviews the Necron Ark

Tonight- Felix loses a small kitten, 'Scape gets electrocuted and I deal with people who take this show seriously...

Yes, hello, hello, and welcome to the second part of this Top Bryss, where it is now time to review the new high-end Necron kit. Cue swooshy camera techniques.

It's called the Ark, and it costs 31 thousand pounds. For that, you get three sprues, two of which have been pushed to the very limit in terms of how many parts that fit onto them. The third one, however, has more breathing space than the Sahara Desert. The GW website boasts it contains 168 components, however, there is a problem.

I imagine the sprue design phase was fun for this...

You see, it could have easily been less. One half of the massive Doomsday Cannon is a component, however the tiny 2x1mm rectangle thing that goes onto the cable that glues on to said cannon is also a 'component.' Why on earth couldn't that have been integrated into another part? It's more fiddly than the World Violin Championships, and what's worse is that there's two of them. They say that GW products are increasingly aimed at kids, and yet the parts are getting smaller, and that just doesn't work. Also, the pilot's neck is a seperate component to the head. Why? The Warriors get necks on their bodies no problem, what's so difficult about doing the same for the pilot?

Despite the bucketload of components, the kit is typically minimalistic. There are no add-ons, and the only leftover parts are the ones used in the other configuration. I magnetised mine, and at the end I had three empty sprues. This means I squeezed every inch of that 31 thousand pounds out of the kit, and I'm quite pleased with that.

What I'm not pleased with is that GW have taken a huge step backwards. When I bought a new Dark Eldar Raider, with its ball and socket flying stem, I was immensely pleased and hailed it as the future of flying stem design. Oh, how wrong I was. With the Ark, which is rather long by GW vehicle standards, they reverted to the old design, which fits about as well to the Ark as a glove on a foot. This confused me a lot, but then again I don't know whether this kit entered the design stage. Maybe we'll see the new style stem again. Please let us see the new style stem again.

Anyway, in the actual construction process all of the parts fitted with minimal hassle (although I'll have to paint it in sub-assemblies, which I hate doing), it doesn't take a genius to fit it together (although I found it very tedious dealing with all the midget-size parts), and magnetisation isn't difficult at all due to the nature of the joins.

Generally I'm impressed, but it could have done with some more tweaking.

And that's Top Bryss for now. That didn't take as long as I thought.

Saturday, 19 November 2011

Top Bryss Reviews the Necron Codex

("Jessica" by the Allman Brothers Band plays for 20 seconds.)

Tonight, Felix gets a magnet stuck to his finger, Atrotos discovers the boiling point of Orks, and I read some poetry in a suit....

Hello! Yes, hello and welcome to the first half of this edition of Top Bryss! Now, ages ago, GW released the Necron, a minimalistic but efficient little car that performed well against its competitors. Unfortunately, the engine got outdated, fast, and now there's a new version.

It's called the Necron as well, and almost immediately I noticed a difference. In the old car, the engine would stall as soon as it was functioning below 25% capacity, something GW claimed gave the car "character." Unfortunately, this problem didn't age well, and in the end it had all the character of a turkey playing Macbeth. Not only does the new car solve this problem, it also tweaks the Necron concept, allowing more acceleration from the Monstrous Creatures in the book using the classic feature of the Monolith portal.

Now, all the old Necron-spec cylinders have Necron replaced by Reanimation Protocols, a somewhat worse version of the old We'll Be Back rule. It's not as likely to work as the old version, but it does shrug off missiles, melta, and more importantly, power weapons. However, there is a problem. The entire book is slower than a tortoise at ambling speed.

Therefore, when you lose combat, you will be killed. Now, Ld10 is a semi-decent aid for your army here, but it will crack eventually against power weapon units. It also means that combat for Necrons is a double-edged sword, with Lychguard, Wraiths, Flayed Ones et al cracking as soon as they lose. Even your best HQ is I2, something Rune Priests everywhere will love, I'm sure.

"But wait," you say, "weren't Wraiths I6 before?" Yes, yes they were. Which brings me to how Mat Ward delivered a crushing blow to those planning old-model armies. Let's go through all of them, one at a time:

"I'll have a Necron Lord as HQ..." No, you can't. It, like the unfortunate Broodlord before it, has had its pips ripped off and been forced to hand in its badge and gun. It's now a decent support, but is overshadowed by Crypteks.

"Massed Warriors as Troops..." Warriors are now weaker and cheaper, but more importantly, are overshadowed by Immortals, who are one point cheaper than Old Warriors and about three times bettter. Because of their horrible range, expect to see them mainly as Cryptek caddies. On the other hand, they now get an open-topped transport that replenishes them, so it's not all bad news.

"Destroyers are awesome, let's take 15..." Ward seems to got into his head that we wouldn't notice a 12" range drop, -1 shot, no Turbo Boost and -1S if their gun was AP3 and they were 10 points cheaper. He might have got a more positive reaction if he was caught fondling a wasp. The Destroyer slot's main purpose now is Heavy Destroyers, who are cheaper and basically identical bar no Boost. They fit more naturally into FA, so I suppose this too is a plus.

"Wraiths were solid in the old book..."...but no longer get up, have sillier looking heads and can't Turbo Boost either. They can however Rend, have multiple wounds, come in bigger units and have Initiative reducing gear.

"Ah, the Monolith, my old unkillable friend..." Nope, you explode like a petrol-coated Rhino now. But you are cheaper, and have more use as a utility unit, except not letting you re-roll WBB any more.

It's clear to see then that Ward has desecrated many old units, but strangely, I forgive him. Not because this is his first crack of the whip at Xenos, but because of the many, many good things he has also done. Pariahs are gone. Scarabs are better (when protected). Flayed Ones are as bad as they were, but much cheaper and more viable. Immortals are worse, but also Scoring and somehow better as well. Each slot is filled with options, unlike other Elites-heavy Xenos books (I'm looking at you, Tyranids).

And then we have the new units. Apart from Triarch Praetorians, I can see myself using every single one of them at some point. The Special Characters are a mixed bag, all of them a large investment, but amongst them are Zahndrekh (all-round good Lord), Szeras (my choice for <750 points) and Trazyn (scoring undying, if only the Empathic Obliterator was FAQ'd to be a CCW...).

I suppose my heaviest critique is that the engine doesn't handle shorter races very well. Nought to Turn 6 is good, but each HQ needs a heavy investment to be good, and all will go over 100 points. Necrons will take up points like Marines, but thanks to cheaper Troops can still have room for the disruptive gear the car includes. Things like Solar Pulses and Writhing Worldscapes give this car the drop on any opponent in a drag race.

The Necron was my first car, and my old model needed silly amounts of maintenence towards the end of its life. Now, I have a new model that I'm proud to use, and I feel blessed to play this army again.

Aww, a positve review for once. Top Bryss continues on Bryssling tomorrow when it reviews the Ghost/Doomsday Ark kit.

Thursday, 17 November 2011


Due to a bereavement in the family there will be no Haiku Thursday this week.

However, I have good news for you all. The magnets I needed to complete the Ark have arrived and I hope to finish it by the end of the week. In addition, the bat-rep writing process has begun. I forgot to take pictures, so I'm taking a leaf out of a now-dead blog's book and doing the turn shots in Vassal. This is bloody tedious but it looks good so I'm going to push forward with it.

Hope your week's been better than mine has.

Saturday, 12 November 2011

Doubles Tournament: Post-Games Summary

And that's how it started. Well, not really, it was my idea but ah well. With a team-mate sorted, we entered using the following 500 point armies, under the intimidating name of Team Log.

Team Log's Alliance of Evils- 500+500
Abaddon the Despoiler
5 CSMs with a meltagun in a Rhino with havoc launcher
5 CSMs with plasma gun
5 Kabalite Warriors
7 Kabalite Warriors with blaster in a Raider with flickerfield and retrojets
3 Trueborn with 2 cannons in a Raider with night shields
3 Trueborn with 2 cannons in a Raider with night shields

With that done, time for the summaries.

Game 1- Sieze Ground (3 objectives), Dawn of War
We played a GW staffer's Tyranids with allied Space Wolves, something like:
Tyranid Prime
Rune Priest
2x 10 Gaunts
2 Hive Guard
2 Zoanthropes
Doom of Ma'lantai
2x 5 Grey Hunter with plasma gun in a Bolterback
5 Long Fangs with 4 MLs

Summary: We reserved everything, as did they, bar one squad of Gaunts and a Bolterback. We got lucky with most reserve rolls, and managed to cover our bases well. Chaos handled the left and Dark Eldar the right. I suffered a lot when the Long Fangs came on in Turn 4 but we had enough scoring units at our end to see it through.

Abaddon...: Came in on Turn 4 and was instrumental in getting the Gaunts off the enemy objective. He survived the game and a bucketload of shooting with one wound left.

Game Highlight: At one point the enemy set up a pyramid formation whereby one Zoanthrope gave cover to two Hive Guard who gave cover to a Bolterback. Row by row the Dark Eldar shooting dismantled the cover wall, and finally managed to blow the heavy bolter off the Razorback with the intervening Nids gone.

Result: Thanks to Abaddon's contesting, the game ended on Turn 5 in a draw.

Game 2: Annihalation, Pitched Battle
Two Necron armies this time, and a good opportunity for me to see the army in use before tomorrow's mirror match. Armies were:
Overlord with staff of light
Overlord with res orb and warscythe
5 Immortals with tesla carbines
3 units of Warriors of varying size
5 Deathmarks

Summary: Because the Necrons are such a short-range army, they couldn't get going until mid-game when the Monolith entered play and began to beam up the Warrior units into out deployment zone. Thankfully as the Warriors were beamed in the Chaos units charged them, and their now inferior 4+ save put paid to their dreams. The Trueborn's ability to put out 24 poison shots per turn was instrumental in wearing them down, and the basic Chaos troops and Havoc Launcher really pulled their weight.

Abaddon...: Went right into the heart of the enemy and drew out the Deathmarks (who marked him) so I could shoot at them. He died on Turn 3 after killing the Immortals.

Game Highlight: My main firebase was saved the wrath of the particle whip, so my three Dark Lances stripped the Monolith of movement and ordnance over two turns. Plus, seeing five Chaos Marines sweep an Overlord and his retinue. I2 is still terribad for Necrons, to borrow a phrase from my least-favourite daily hyperbole site.

Result: We won 4-3, losing only Abaddon, the Haemy and the silly 5-man  Kabalite squad.

Game 3- Capture and Control, Spearhead
An alliance of Grey Knights and CSMs, like so:
10 Tactical Marines with flamer and missile launcher
2 5-man Strike Squads with a psycannon, three halberds and hammer
5 Scouts with sniper rifles and rocket launcher

Summary: A dismal massacre. I stupidly didn't reserve despite being Dark Eldar in Spearhead, and lost my boats on Turn 1. It didn't really improve from there.

Abaddon...: Mishapped due to Warp Quake and ended up in a faraway corner. In three turns he ran all the way to the enemy objective with one wound left, finally reached the Strike squad there...and rolled a 1 for his Daemon Weapon before being halberded to death. All that running clearly winded the poor guy.

Highlight: See above.

Result: It shouldn't surprise you that we lost. However, that team won the whole day and so I'm not disappointed having lost to opponents of that calibre.

Overall then, a win, a loss and a draw. A fun day with decent results to back it up.

Friday, 11 November 2011

New Necrons: Some Divinations

With the new Necrons out in force, little things present in the Codex seem to tell us shiny new things. Admittedly they don't seem to be too significant but with the more far-out rumours pointing to 6th being on the semidistant horizon I thought I'd get to them, plus any new innovations, before my Top Bryss.

1. Unit (Character): This seems like a clarification to cement what is defenitely a Character and what isn't. Note that the C'tan is one of these now. This could mean in the future we'll get a monster that can join units. Sounds like something the Tyranids could get a bit of a boost from, as well as actual Invulnerable Saves.

2. Entropic Strike: Ward prototyped the ability to remove stats entirely in the form of the Vindicare's Shield-Breaker, and now it's being rolled out in force. It adds a new dimension to methods of tank-busting, instead of just 'fire a meltagun and hope for the best.' I like this.

3. Heavy: I'm guessing this is going to be a permanent addition to the vehicle type roster in future, considering that unlike Lumbering Behemoth it isn't a special rule. Possible future candidates... the Russ and Land Raider.

4. Non-Apocalypse Void Shieldy Things: It's like having an onion vehicle, which is neat. It's something I was considering for a Disciple of Sky vehicle, minus the jettisoning of parts I plan to implement.

5. Non-Apocalypse Super Gatler Things: The Tesla Destructor and its bounce ability. Except that it doesn't run out of tesla.

6. TCG-like abilities: Trazyn the Infinite's psionic shockwave comes across like this. More of this please, it's fun.

Overall I'm quite pleased about how innovative some of this stuff is. It proves Ward is actually able to write non-Marine books. I mean, I do have some gripes, but a certain motoring show will deal with them...

I am away doing a Doubles Tournament this weekend so you get this a day early. Anything I've missed can be rammed in the comments box. I promise the Top Bryss will be longer.

Thursday, 10 November 2011

Magnetised Necron Ark Update

Yep, finally got some WIP updates up. I'm nearly at the end of building all the sub-assemblies for painting, and I put the first magnets in literally minutes ago.

Hehe, looks like they have eyes, sort of. Those magnets are for the Warriors that go in when it's a Corpse Ca...ah, no, Ghost Ark. The fluff does make it sound like a high-tech Corpse Cart, mind.

Load and loads of parts. Once I finish it and put in the crucial magnets joining the ribs to the crescent a Top Bryss model review (new Top Bryss things are always fun) will be inbound! Oh, and since it's Haiku Thursday...

I has Necron book
Took me bloody long enough
Time to kick some arse.

Tuesday, 8 November 2011

News Updates: The Ark Is Go!

Right, I've hit a slight snag. For reasons incomprehensible to mortal man (including me), I can't get the Codex until Thursday. On the other hand, I have received the other things I ordered. Yay!

I bought the Finecast Trazyn The Infinite to serve as my new proper HQ (as Destroyer Lords with Staves of Light are no longer all that), and as I was with the Death Jester I'm satisfied with model quality (bearing in mind this is only my second Finecast purchase). Maybe they send all the bad ones to America just to annoy them. The other thing I like about him is that he doesn't have a slotta base. You just stick him on. This eliminates the problem amateur gamers have of Floating HQ Syndrome, and minimised the risk that the model just won't stick to the base.

I wondered whether the new Ark was a worthy candidate for my new-found magnet powers, and I'm happy to report that it is. There's easily enough room in the gap in the slots that connect the ribs to the crescent for magnets and I can even magnetise the Warriors with it to the ribs by means of drilling (saves messing around with the stupid 'glue them in the gaps' approach you're supposed to take with normal building. A certain motoring show will be doing a model review in the near future...

There's a 1000 point Doubles tourney on in the local GW this weekend, so I'll do that and take notes for you lot. Unfortunately, because 'Scape has this weird thing called a 'Saturday Job' I can't go in with my first choice of partner, but a Chaos-playing friend has agreed to pitch in. Hopefully Dark Eldar and Chaos will be able to ally up. Planned list is:

Barebones Haemonculus
2x 3 Trueborn with two Cannons in a Raider with Night Shields
7 Kabalites with a Blaster in a Raider with Some Field
5 Kabalites who will sit about and do nothing. Times like this I wish I had some Wracks.

Oh, and the inaugural Necron Bat-Rep with 'Scape is the day after that. In order to save arguments about which of us gets to use our beloved first army, both of us will use Necrons. Let's hope my old Pariahs (now Crypteks) will be of some actual use now...