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Showing content with the highest reputation on 06/14/2017 in all areas

  1. First : I'm like a lucky rabbits foot for you. You have nothing but good luck when playing me :) Secondly: Unless I solder-up a crazy blinking LED display terrain object to BLIND you, I don't think my skills apply :) -lol Either way it will be a good-ol Fathers Day Frenetic Fray! (copyright SG corp. All rights reserved. patent pending :)
    3 points
  2. WIP on Celestine. My wife is being nice enough to paint her for me:
    2 points
  3. With the release of the brand new Warhammer 40,000 this weekend, Reece visits the Space Marine Chapters who take the principles of the Codex Astartes somewhat less seriously than some of their brothers.| Reece: Today we’re going to explore the savage Space Wolves, furious Blood Angels and taciturn Dark Angels as well as touch on some of what to expect with Grey Knights and Deathwatch. We’ve got a lot to go over, so let’s get to it! The Adeptus Astartes are the iconic faction in the grim darkness of the 41st Millennium. For many players, they are the first thing that comes to mind when one thinks about Warhammer 40,000. But there are more than just the Chapters of Space Marines who largely follow the Codex Astartes, there are many non-codex Chapters, too. Some of which are renowned for not only their independent natures but also their accomplishments in battle. I have always had a soft spot in my heart for the First Legion; the Dark Angels. My first miniature was a Dark Angels Captain from way back when. The Dark Angels have had a long and storied history in the lore but a bumpy ride in terms of their performance on the tabletop. They’ve often struggled to find their niche when compared to Chapters like Blood Angels and Space Wolves, who are fairly easily defined in comparison to Codex Chapters and have often been top contenders. Dark Angels in new Warhammer 40,000 are simply exceptional. They have so many tools, so many different ways to play effectively, that the Dark Angels player’s biggest problem will be choosing which of his units to use! Azrael, Chapter Master of the Dark Angels, is hands down one of my favourite characters in the game now. He’s got a plethora of tools with his only shortcoming being his relatively slow speed – but even that is easily mitigated by using a Transport vehicle. What he provides though, is fantastic. He gives Dark Angels models within 6″ a 4+ invulnerable save which by itself is incredible. But on top of that, as with other Chapter Masters, he gives a ‘re-roll misses’ aura that works in the Shooting and Fight phases for friendly Dark Angels. Additionally, he grants you a bonus Command Point and packs an almighty wallop in both shooting and melee. He is just one of many character options available to the Dark Angels player as well. Dark Angels also have a host of specialised units to choose from. Deathwing Knights are one of my favourite melee units available to any Space Marines Chapter, and Black Knights as ever, will strike fear into your opponent with their vicious Plasma Talons and Corvus Hammers. Similarly, Blood Angels distinguish themselves through their unique units and special rules. What I love about Blood Angels is the wide variety of auras they can overlap on units to take them from good to great. For example, Death Company who begin with base 2 Attacks, and gain 1 on the charge, can get another Attack using the Blood Angels psychic power Unleash Rage for a total of 4. On top of that, a Sanguinary Priest can give them +1 Strength with his aura. Astorath provides further bonuses with an aura that lets them ignore morale, and provides re-rolls to hit in the Fight phase. But wait, there’s more! The Sanguinor can give them another Attack with his aura…wow. You can end up with Death Company boasting 5 Attacks each on the charge, re-rolling hits at Strength 5. Give them Power Swords and nearly nothing in the game will survive a full strength charge from them. A truly scary unit. Space Wolves have options galore but I am immediately drawn to their exceptional troops. Both Grey Hunters and Blood Claws provide great utility. Grey Hunters have the unique ability to take a boltgun, bolt pistol and chainsword for every model, making them very flexible. They can take 2 special weapons in a 10-man squad (in addition to a plasma pistol on another Grey Hunter) and a combi-weapon on the Pack Leader, meaning they also pack a punch at range. The Wolf Standard lets you re-roll 1’s when you advance or charge for greater speed and, if you want, hey, you can put the Pack Leader in Terminator armour, too! Blood Claws are similarly fantastic and make your choice to fill Troops slots a tough one. While they cannot take a boltgun, they do come standard with a chainsword and bolt pistol and can be taken in squads of up to 15 to really maximise the oomph of your bonus auras. They also get +1 Attack on the charge while still retaining a 3+ to hit in melee – they deliver a lot of punishment for a low price tag. A Wolf Priest who grants re-rolls to hit in melee and a Leadership boost goes exceptionally well with these hotheaded warriors. There is still so much to talk about but we’re running out of space. I will give you a little information on the Deathwatch and Grey Knights, though. The Deathwatch remain a force all about customisation and flexibility. Their Special Issue Ammunition lets them take down xenos scum of any variety. Grey Knights have incredible damage output. Nearly all of them are Psykers, able to deal mortal wounds, and pack around double the firepower of a standard Space Marine. In melee, they wield deadly Force weapons which can cut down even the foulest of enemies. Unfortunately, that is all of our time for this article. Hopefully, the information provided piqued your interest in these non-Codex Chapters as they are all characterful and tremendously enjoyable to play. Reece helps runs some of the biggest independent Warhammer 40,000 events in the world, including the Las Vegas Open and the recently announced Southern California Open. Like Frankie, he’s also been part of the playtest team for the new edition of Warhammer 40,000, putting in hundreds of hours to make sure this new edition will be great for all you gamers out there (Thanks Reece!).
    2 points
  4. So I know the league isn't really being tracked but for the record my orks are at 13 caches ?
    2 points
  5. Hey doc, will please take a look at my Zug? It's got blood on it...?
    1 point
  6. Sure, they had a FnP before. However, FnP is gone. No Mas. Finito. And so having a 6+ to ignore wounds, including Mortal Wounds is great. It is also very rare. WS is gone. They always hit on a 3. Which is more than they hit before. Jump packs are really good now. First they allow a unit to "deep strike" without scatter. Which is great. Since they aren't deployed, you are more likely to have first turn, since the player who deploys first gets first turn. They get the FLY keyword, so they can charge Fliers. Like Helldrakes. Units with the FLY keyword can fall back and still shoot. So they are really, really mobile. You can charge out of deep strike. Yeah. You read that right. You can also charge out of Rhinos. Yup. And They Shall Know No Fear makes the morale phase less of a concern. Seriously, Blood Angels are awesome. You say you want fast, hard strikes, right into the face of your opponent. And you got it. That is what they do. They strike fast. They strike hard. I'm not trying to be a dick, but what else do you want?
    1 point
  7. Ish, I have 2,000 Points of Ironjawz you can borrow for OFCC. I will probably bring my Mortal Nurgle if you need them in that case.
    1 point
  8. Imma go with Lizards: Tails of Yore http://www.ordobowl.com/index.php?section=objhandler&type=1&obj=2&obj_id=169
    1 point
  9. You did the thing. You are awesome for doing the thing.
    1 point
  10. I don't know. I think Blood Angels are still really awesome without the named characters. In fact I'm planning on doing a BA army for the new edition. :D
    1 point
  11. So someone in our Dakka tactics thread brought up a great point. Unit: Celestine and 2 Geminae. Celestine dies. Uses Miraculous Intervention, comes back. Celestine dies again, but there is still a Geminae in the unit. You can use the Spirit of the Martyr AoF to restore one slain model to the unit with 1 wound. Guess which one? Same thing with a Hospitaller. Hilarious.
    1 point
  12. Well, I was on a team, now evidently not on a team. LF a team for OFCC.
    1 point
  13. I plan to paint these fuzzy little guys by the end of the month to table top quality.
    1 point
  14. I will bring them with me to work tomorrow (Wednesday) and put them up front at reception with a post it note on it reading "MUNKIE." Just come by the PD during business hours on Wednesday, Thursday or Friday (generally 0900-1600 hours) and they'll be there for you at reception. Just say "Don Almer left me some books... post it note marked MUNKIE..." and they'll hand them to you. Alternatively, text me at 360-927-3206 and if I'm around I'll bring them out to you. Stay safe, don
    1 point
  15. At least this year you can still come as a merc! Nice to find a team but don't stress it.
    1 point
  16. Well, if I can paint 1500 points in time, I'll join in on the 8th ed fun. I'll start painting this weekend.
    1 point
  17. I can send you a Flamer Template. PM me with your address again. I've got like 5 of them lying around.
    1 point
  18. I only started collecting AoS a few months ago. I am far short of having a 2,000 Point army... But I will definitely try to get into next year's event.
    1 point
  19. When I asked last year (about 9th Age), I was told that we needed 6 tickets to have the event fire off. I'm not sure if that was because you only need 6 people for an event, or if it was "6 more tickets," but we ended up with 8 people and had the event fire off.
    1 point
  20. 1 point
  21. I remember Howard Tayler writing something similar in his review. I think it's a great movie, but it's absolutely not a fun movie by any means.
    1 point
  22. Logan - 6/10 - This is purely based on personal preferences. The movie was just a drag, from start to finish. I kept waiting on some "feel good" moment...but it never arrived. Just not my cup of tea. I don't see the point of having a purely depressing movie. Life gets that way all on its own sometimes. I want my movie time to be a fun experience.
    1 point
  23. One of the few things I'm really going to miss in 8th is saying "Jinkies!" every time I have a Unit jink. But on the flipside, it looks like there will be a lot more opportunities to disembark multiple Units from a single Transport. "OK, gang, let's split up and look for clues!" ;)
    1 point
  24. So, ol' Grugnold is getting tatted up for the OFCC.....
    1 point
  25. Should a time be set, say 6 PM to 9 PM? If we make it official, can we have people Facebook advertise it, so we can get non-event people to stop ina make trades?
    1 point
  26. You're god damned right Brad is a wizard. I'll have you know my face has been featured airbrushed onto a great many vans.
    1 point
  27. Us? What us, demon! Zoom in! Enhance!
    1 point
  28. Instead of the doms how much thought have you given seraphim? They could be in a different location... I'm not convinced the pre game move will be that worthwhile...
    1 point
  29. Just got my package of stuff from this the other day. My only regret is that I couldn't afford more of it. Fantastic work. I haven't seen anything needing touchup except on the bottoms, and the grey resin you used looks nice enough that I would be totally happy seeing these on the table even unpainted. I mean, I am going to paint mine, but you know. Just great, and I hope I have more money available the next time you do a KS for some of your Terrain.
    1 point
  30. Played my first game with my new warband. Lost the game getting only 2 of the treasures, but I was able to finalize the way I play the warband. Had a crapton of fun while at it!
    1 point
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