Tuesday, 30 August 2011
Justicar. Sword is an easy to do mix of Necron Abyss with Mithril Silver. The actual quantity I use varies, but generally you want more Abyss than Silver.
The "Proof They Are Magnetised"shot. Note that the pads without faux-Latin inscriptions have gold trim. I just prefer that to plain ol' silver.
This shot manages to fit Heavy Weapon Guy in. Storm Bolters are red for retro reasons.
Aand, Hammer Guy. Copious amounts of Badab Black were used in the production of these Knights. By my normal painting standards, I'm very satisfied with how they came out.
Coming soon-ish: Me pretending to be Clarkson in a review of the Sisters army, a "beer and pizza tactics" series, and more haiku poetry than you could ever need.
Oh, right, this has been heavily edited from the original. It's nice to do these edits once in a while.
- Add up to 5 Storm Troopers...+15 points each.
- The entire squad can take Targeters...+1 point per model.
- Up to two Storm Troopers may replace their hellgun with:
- Flamer...+5 points
- Meltagun...+10 points
- Plasma Gun...+15 points
- Psycannon...+25 points
- The Sergeant may exchange his Hellgun for:
- a Hellpistol...free
- a Boltgun...+2 points
- The Sergeant may exchange his CCW for:
- Power Sword...+10 points
- Power Fist...+15 points
- The Sergeant may take meltabombs...+5 points
- The entire squad may take one Doctrine:
- Intelligence Core...+30 points
- Combat Core...+30 points
- Witchfinder Core...+30 points
Combat Core: All squad members gain an extra Close Combat Weapon and the Preferred Enemy and Rending special rules.
Witchfinder Core: The squad is armed with psyk-out grenades. Two squad members replaces their hellgun with a heavy flamer.
Hellgun: Range 24"/S3/AP5/Assault 2
Hellpistol: Range 12"/S3/AP5/Pistol
Targeter: Allows the unit to pre-measure their range before deciding on a target in the Shooting Phase.
Transport: The unit may take either a Rhino, Razorback or a Chimera.
You'll notice I kept the option for a Targeter and didn't use the Hot-Shot Lasgun. This was to keep true to the original unit (can't have Flash Gitz being the only ones with that power) and also because the use of the improved hellgun differentiates from the Imperial Guard ST and the Warrior.
It wouldn't be hard to create a version that slotted into the Henchmen slot, but I didn't want to do this. Three Storm Troopers with meltaguns in a Razorback? No thanks, that would completely miss the point. Maybe a Bodyguard-type model with a Sergeant profile and power weapon/fist could create a midpoint between all the other combat units, with semi-decent armour.
The Doctrines of IG Veterans made it in, originally done by Ordo but now more generalised. I then added the Psycannon as an option, it seems expensive and I may drop it to 20, but since I don't have the GK Codex in front of me I can't be sure.
How ironic, that of all the RM articles I could have used a call-back to Ye Olde Dayes on, this was it.
Top Bryss returns to your screens on Bryssling on Sunday. I won't say which Sunday as I put a lot of effort into my mimicry.
Saturday, 27 August 2011
The stage is set. The armies are deployed. The Inquisition player is really wishing he brought more guns. But enough of these minor gripes, as we return to....
The Last Ultimate 4-Way Mega Battle Challenge...Game...Thing...OF DOOM!
Oh, I made an error in the last part. Both of King P's Shas'Os are also preparing to Deep Strike.
Tau Turn 1
The Stealth Suits begin to advance to the board centre, as do the Fire Warriors that aren't in cover and the Crisis Battlesuit.
Using Dawn of War logic (kill the Relic unit first!) King P elects to fire at the Avatar with pretty much everything. The Stealth Suits are first to take a punt, but the one wound they inflict is saved. The Pathfinders light up the Avatar with their
It comes as no surprise to any of us that he uses the Assault Phase to retreat with his jet-packers.
Eldar Turn 1
Everything the Eldar have advances, with all the vehicles going at Cruising Speed.
The Dire Avengers elect to shoot the Fire troops that aren't in cover, which kills 5 of them plus the Marker Drone even without Bladestorm, which is fairly impressive. The Avatar and Wraithlord have a Running race, with the Avatar managing 4 inches and the Wraithlord 6. The Falcon and Prism attempt to shoot the Hammerhead, but a combination of Disruption Pods and poor accuracy dispels every shot. The Wave Serpent goes for my Vindicare, but I am saved by cover. Finally, the Rangers try to put down the Stealth Suits, but this doesn't work either.
Chaos Turn 1
Ahriman gets Warptime off while his Rhino (with him and the Rubrics inside) manages a move through cover. The foot Marines move towards my parking lot, while his two Obliterators go 4" and 6" towards the other side of the board.
The melta guns of the foot Marines Stun my Rhino. Meanwhile, Ahriman sticks his hand out the top hatch of the Rhino and fires Bolt of Change at my Vindicare, which is nullified by cover. The squad of Marines with the rocket launcher fire at my Chimera, but this shot also does nothing. The Predator opens up on the Rhino, which renders both the gun and the tracks completely useless but still doesn't destroy it. The Obliterators, clearly under the influence of DoW Syndrome, fire at the Avatar, which does nothing.
Inquisition Turn 1
I pop smoke with my Chimera and Rhino and advance the Razorback to a position behind them. The Crusader mob in the Rhino gets out and moves up.
The Vindicare fires Turbo-Penetrator rounds at the Predator, but only stuns it. Sigh...this assassin seems to be more trouble than he's worth.
In combat, the Crusaders slam their massive shields into the Chaos Marines, losing 3 of their own but killing 5 Marines. Unfortunately for me, this is enough to make the CSMs flee, and I have no choice but to consolidate backwards to reduce my chance of being shot at.
The Fireknife Shas'O comes in on the Chaos/GK half of the board, while the regular Crisis Suit moves back into a firing position. The Stealth team grabs the nearest cover save, while the depleted Fire team gets into the Devilfish for safekeeping, which then moves a bit further back. The bigger Fire squad move through their terrain a bit, and the Piranhas float closer to things they can shoot at.
(I really struggle to read 'Scape's notes, serves me right for being lazy.) In shooting news, the united laser pens and rapid-fire pulse rifles of the Fire Warriors and Pathfinders brings down the Avatar, doing an impressive six wounds on the T6 monster. The Piranhas and the Drones of the Piranhas near the Wraithlord fire at the large structure that wasn't rolling for Wraithsight (stupid, forgettable rule anyway, ignore it), and do nothing between them due to all fusion weapons being out of range. The Stealth Suits fire their burst miniguns at the Rangers, killing off 4 of them, with the last one failing his check and falling back. Having nothing better to do, the Hammerhead shoots the Wraithlord, causing one wound. The Fireknife Shas'O knocks a wound off my poor Vindicare.
I don't really need to tell you what happens in the Assault Phase now, do I (hint: Jet packing again)?
Eldar Turn 2
Wednesday, 24 August 2011
It's been a while. Due to the sheer length of the battle report and my desire to learn Classical Greek from scratch as a crash Higher I have made slow progress, however the last turn should be done and dusted later today.
I have other, bigger news. You'll know about is soon. But I promise the change will be good, and it will give me my selling point closer to hand.
In the meantime, have a haiku or two:
Action Space Marines,
Buy all our playsets and toys,
35 quid each.
I've got five Flash Gitz,
DAKKA DAKKA DAKKA DA-
F***, it's AP6.
Sunday, 14 August 2011
Friday, 5 August 2011
Disclaimer: Bryss' Improvised Points Theory is improvised. The costs I lay down are costs I think are close to the GW method whilst subtly improving it. It is not a definite theory by any means.
Vehicles are integral to 40k. From the plastic bricks you put your men in to the plastic bricks you shoot with, the vehicles of this game are many and varied. Sort of. To be honest, you can't do nearly as much with vehicles as you can with infantry, due to there being less variables involved overall. I suspect it may be hard to cover everything, but I will try my best, using my regular format. These hints mainly apply to designing a new race (like the Troops one was), but some of the principles could be applied to making one for an existing race.
1. Aesthetics: There are 125 combinations of vehicle armour (assuming limits of 10-14). Of these, any where the rear armour is better can be struck off, because a player could turn a 10-12-14 vehicle 180 degrees and use it like a 14-12-10. This is much less than the various infantry combinations and so when making a vehicle unique you have to consider what it looks like much more.
Example: If you make a box shaped vehicle that is 11-11-11, you've made a slightly better Rhino. If you make a more triangular vehicle that is 11-11-11, you have a Fire Arrow APC.
You'll notice I didn't say to always make the Front Armour better. This is because I think a case could be made for having better Side armour, and because you shouldn't always follow the GW norm.
Example: You decide your army should be mounted in futuristic airships with all the cannons located on the vehicle sides. Since this is the side you would typically present to your enemy, why shouldn't you have better armour on the sides?
Finding vehicle design inspirations isn't hard. A good place to look is finding clips of those old shows where people built robots with weapons and had them chop each other up (I have fond memories of watching Robot Wars as a child). Of course, your vehicles might be skimmers, or not armed with a hydraulic flipper, so designs can be modified as you see fit.
A final note on skimmers with wings. Don't worry too much about whether or not it would fly in real life unless you want to. 40k aircraft can be downright weird.
2: Typing: When you consider looks, you'll usually consider this as well. Vehicle classes can be split into two categories; General and Specialised. General categories are more about the base design, and Specialised categories put your vehicle into more of a niche, like so:
Examples: Tank and Skimmer both affect the looks of the vehicle and add general movement rules, so are General categories. Fast and Open-Topped are Specialised, as they turn a vehicle into something capable of outflanking quickly or a cheaper, fragile vehicle. Transport is of course the most Specialised of them all, adding an whole new ability to the vehicle. Walker is a special case as it is both.
Most of these things have been fused together at some point, however there are a few that are untouched. Of course, there is no requirement that your vehicle HAS to have any of these attributes at all.
Example: Look at the Ork Trukk. It is neither a Tank nor a Skimmer. If you removed the Open Top, Fast and Transport rules you still have a perfectly functional vehicle.
The typing should affect the cost of the vehicle, but not as much as the weapons, rules and armour facing. Using Bryss' Improvised Points Theory, I class all of them, excluding Walker, as 5 points each, except Fast, which is 10 if given to a Skimmer, and Transport, which gets more expensive the tougher the vehicle is.
Example: Using the 35 point Trukk as a base, it rises to 45 points if it was a Fast Skimmer, 40 if it was a Tank and a miniscule 20 if it had nothing but its Big Shoota.
3. Armour : This shouldn't take long. The armour values and BS make up the base points cost of the vehicle (if it isn't a Walker), to which you can add guns, class and special rules. The basic vehicle hull goes up to about 150 for 14-14-14, and goes down to 15 for 10-10-10 under BIPT. The midpoint of 12-12-12 is 75.
3.25: Guns: Gun costs are added at this same step, which is why this isn't point 4. There generally is no difference in points cost between infantry and vehicles so using wargear costs works well, sometimes at -5 to the original cost. If your vehicle spawns with a defensive weapon (or the equivalent of a Heavy Bolter), cost that as 5-10.
3.5: Special Rules: Like with Monsters, I cost them as I do for characters, usually between 10-20 depending on how beneficial they are.
3.75: The little things: Things like smoke launchers and searchlights should be assumed to be free in the same way as universal army special rules. Fire Points should be costed according to their number, my general caveat is 5 for 2 and 10 for 5. Any more than 5 and you should probably consider being Open-Topped instead unless you want to be more expensive and have the protection.
Example 1: The Raider. If we assume 15 for 10-10-10, add 15 for Fast and Skimmer and add the cost of a Dark Lance for Warriors, we get 55. Add 5 for capacity and we're there at the actual cost of 60. Note I haven't costed Open Top here. This is because at this level it greatly weakens the vehicle as well as strengthens it.
Example 2: The Rhino. If we assume 20 for 11-11-10, add 5 for the Storm Bolter, 5 for Tank, 5 for capacity and 5 for Fire Points, we get 40. Because I think the Rhino is underpriced, my theory still works.
Example 3: The Land Raider. If we assume 150 for 14-14-14, add 10 for the Heavy Bolter, 60 for the lascannons, 20 for Transport (including Assault Vehicle) and 10 for Power of the Machine Spirit, we get 250.
4: Ordnance: Ordnance weapons are unique to vehicles, and as such tend to be ludicrously expensive. They should really be S6, AP4 or better and cost no less than 20 points with no blast, 25 with small blast and 30 with large blast. Avoid going over 60, as that sort of cost is getting into the range of the overcosted already unless there is a good reason for it, or it is mounted on something with good armour.
Good Example: The Demolisher Cannon. Mounted on a fairly tough 115 point vehicle, its cost is made much lower by its short range, to about 65 mounted on a 50 point platform.
Bad Example: The Killkannon. Mounted on a fairly tough-ish 90 point platform, its cost is 5 less than my assumed Demolisher cost despite being weaker and having the same range.
5: Walkers: Walkers are strange to cost, and I can't even split them between those with Dreadnought weapons and those that don't, because there are too many exceptions. I can't use the vehicle version of BIPT on them, so have some general pointers:
The armour and free extras parts of BIPT still work, but that's it. Because Walkers have many of the stats of infantry, which are not costed per stat, their final cost is a lot more subjective. Use your gut.
When costing Dreadnought Close Combat Weapons, it should fall between 15 and 25. Bizarrely, GW seems to cost them based on Strength like with infantry even though the modified S is still 10. I would personally cost them based on WS and Attacks instead, as it is a fairer method.
Example: The Killa Kan is 55 with a DCCW and Kustom Mega-Blasta, and the Dreadnought 105. If we improve the Kan's armour, WS, BS and I to Dreadnough levels, I get to about 90, 95 if I make the KMB AP1. That's a 10 point difference between the two without changing Strength, so I have a feeling I may be right about the DCCW costing.
Gun prices should take about a 10 point drop if they replace a DCCW included in the base weapons of the Walker. If they replace a gun, the drop should only be 5-ish. Don't be scared to use numbers that are not a multiple of 5 if you feel it is right.
That's all for now. Like I did for Troops, I'll give an example vehicle from the very tentative Disciples of Sky experiment soon.
In other news, I got the five As at Higher I wanted this year, so I'm quite pleased about that. In the meantime, I think I'll write another Hints for Homebrew since I quite like the concept.