Apocalypse or: How I Learned to Stop Worrying and Love the Titanic Explosion

nuclear-bomb-explosionHello again everyone, Severus here!  I have had the chance to play my first Apocalypse game in 7th edition this weekend.  It was the final event for the narrative arc our local gaming group has been working on for the last few months.  I got to say, I was a little nervous as to how it was all going to play out.

I will spare you all the gory details of the battle, mainly because it is a bit of a blur.  The short story is that we had 24,000 points on the table and 6 players.  We managed to get through three turns of apoc (our goal) in 4 and 1/2 hours.  I was blown away.  We even had the psychic phase (with 3 guys casting and 3 guys trying to stop them) and a daemon player with the freaking warp storm table.  Now, I will admit, we didn’t do the natural disaster bit out of the book, mainly because we forgot.

There were tons of epic moments.  My stompa charging forward near death into Captain Titus (the ultramarine character in this narrative) and freaking Marnius Calgar.  The stompa ended up dying and going nuclear, which those lovely space marine chaps just shrugged off.  Then good ol kaptain klaw (the ork warboss in this narrative) rushed in to take out Captain Titus.  My freshly painted lifta wagon only hit once the whole game, and promptly misshaped.  Quite orky.  A load of death company, blood angel tactical marines, and blood angel assault marines rushed in at my green tide.  We all died, leavinf a few dazed tactical squads wondering where everyone else went.

The moral of the story here was this.  I came into this game, like most in this narrative event, not caring about winning or losing.  I just wanted to make things blow up, which there was plenty off.  It rekindled my orky side, so now I am preparing for more ork painting projects.  Still waiting on that damn new codex though…

Looking forward, I know myself and how this will go.  I will want to play silly games where I just want to make a bunch of things die.  So I will be a happy ork for a while.  Ultimately though, I will start to miss the competitive gaming that we have been doing most weekends around the shop.  Talk is that next month we may run a small tournament.  So, maybe I will break out the tau or iron hands.

That is how I keep myself constantly engaged in this hobby.  I try to keep it fresh.  Jump to new painting projects.  Change play styles.  Change lists or armies.  Whatever.  Today, I am not worrying about winning.  I continue to prepare my waagh.  How do you guys keep the hobby fresh?

Here are some photos from the event:

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Come at me Bro! Challenges in 7th



Howdy everybody, it’s Severus again.  I want to talk about the changes in the challenge mechanics in 7th edition.  Specifically, what’s there point?  A lot has changed since 6th when it comes to a good old fashioned throw down.

First off, wound spill over.  As in if you send in a sergeant to fight a warboss, any extra wounds the warboss causes spill over into the sergeants squad.  So, no more can you sacrifice that unit champion to hold up a big combat thing for a turn.  This is a real help to those characters and monstrous creature characters that are all tooled up for combat.

Second, lone characters can no longer hide in a challenge.  If the attacking models have no other enemy units to hit, they can hit the guy in the challenge.  So, no longer can you avoid the killy squad by only taking on a single guy in the unit.  This is a double edged sword. You don’t have to worry about losing attacks once you kill off a squad but still have an on going challenge.  You do lose the re-rolls that came with outnumbering your opponent though.

All the other mechanics about challenges stayed the same.  You issue them the same way.  Accepting or denying works the same way.  You can still do a heroic intervention.  So, all the other things we know about them seemed to stay the same.

That brings me to my point.  What is the reason to challenge?  If you have a big combat character in a squad of guys fighting a wimpy opponent, challenging will not change the outcome.  If you have a lone character run into combat, you can’t hide in the challenge anymore.  You could challenge one killy character in a unit with your killy character in a unit to try to slow each other down.  But where is the fun in that?

I think the point is in two areas.  First off, forging a narrative.  Now, I know that phrase can make some of you out there cringe.  Sometimes though, I just want to see if my chapter master can take down the swarmlord.  To me, that is forging a narrative.  I guess the other time to challenge is when you have something to gain, like those warlord traits or being chaos.

How do you guys feel challenges are holding up in 7th ed?  Are there any times that it could be advantageous to you that I am not seeing?  Or do you do it for the fun?


Dark Angels, and why they are the best army in 40k…

warhammer-40k_00267980The following is a guest article from a legionaire known as Hector the Mightily Bestowed.  He had some issues with my power rankings from 6th edition, specifically Dark Angels and Blood Angels.  Here is his response.

Hopefully the title has your undivided attention. There is no way the Dark Angels can put up much of a fight for the Best Army, they dont have grav-guns, Centurions, Stormravens, strong magic (or anti magic), and their flyers are simply worse than everyone else (ok maybe the tau are worse). The cant out shoot anyone, and their dedicated close combat troops (Deathwing knights) are only good on one turn out of the game… maybe…
What they do have (and 7th edition made WAY more important) is access to the most varied troops choices of ANY codex. Most space marines have 2 choices (tactical squads and scouts). Dark Angels have the standard 2, but can easily add Terminators and/or Ravenwing bike squads.
A 1600 point army can have Azreal, a thunder hammer/storm shield assault terminator squad with Land raider crusader dedicated transport, terminator shooty squad with assault cannon, 2 full Ravenwing bike squads with attack multi-melta bikes and veteran sergeants with melta bombs, and a 5 man tactical squad with a lascannon razorback dedicated transport. That is NINE different Objective Securing units (combat squad the Ravenwing and 2 dedicated transports). Azreal cruses around in the razorback with the tactical marines, the bikes are all stubborn and terminators are inner circle (will never run). The bikes can easily cover the battlefield to secure or contest any objective, at any point.
Toss that up to 2000 points and add in some magic (Ezekiel is no Tigarius, but he is no slouch), and a techpriest with powerfield generator, and maybe a lascannon predator or some other anti armor unit (or just give the other terminator squad a dedicated God hammer land raider), and you have a solid force, capable of crossing the battlefield several times chasing down objectives, and in the case of the terminators, hold them until the end.

No other army in all Warhammer has this flexibility in it Objective Secure Troops choices. They can take fast bikes, the toughest infantry and the heaviest vehicles, all with objective secured. These models can take out any target (minus flyers) on the battlefield.

A standard tactical squad (10 space marines, flamer and missile launcher) with a rhino is roughly 200 points (195). Taking 6 of them, in combat squads gives you 18 OS troops, but there is no flexibility at all here.  A 5 man tactical squad with flamer and upgraded razor back is 150 points (6 takes us to 900 points), for 12 OS troops, with more flexibility, but still nothing compared to the Dark Angels (who can still take rhinos and razorbacks).
Is Objective Secured the deciding factor for best army? No, absolutely not, but it is A factor, and that factor goes to the Dark Angles, without question.

On a different though, what factors also contribute to “best army”? Magic, Shooting, Assault, Leadership, sure. Mobility? eh some armies (AM) movement is less important. Points, Durability, and I’m sure other factors play in… 

Next up: Why the Blood Angels are the best army in 40k…

Winners and Losers of 7th ed: Orks (4th ed codex)

Orks_attack3Well, it’s Severus here again.  I am saddened by the continued wait for my beloved boys in green’s new book.  I am NOT a fan of the drip release GW is trying out with them.  In the mean time though, I guess I can do winners and losers for there 4th ed book.

First off, the pros!  Everything scoring seems to help.  Now I can park lootas on backfield objectives and lay down a fire.  Makes those lootas a big target now.  Troop Nobz in a battlewagon are awesomer as are there biker counterparts.  They are an incredibly tough unit to get rid off and now have that lovely objective secured.  So does there battlewagon if you bought it  as a dedicated.

Interesting side not, nob bikers are so much more awesome.  They currently always have a 4+ cover save from there exhaust.  So they never have to jink.  Granted, snap shots don’t hurt orks that much, but bs2 is still better than bs1.

Wounds spilling over from challenges makes me SO happy.  Now, if you are foolish enough to try to take on my warboss, he doesn’t have to waste all his attacks on you.  Also, single characters can’t hide in challenges.  If there are no other models to hit in the enemy unit, you can hit the guy in the challenge.  No longer will my power klaw nobz have to sit on the side lines and cheer on the warboss.

Now for the not so good.  Flying monstrous creatures only take one grounding check.  My old method of dealing with them was to put  bunch of boys around them and shoot them with everything in my army. Eventually they would fail a grounding check and then I would mob them with boyz.  Can’t do that now.  Looks like I will have to rely on my trusty dakka jets or lootas to put the hurt on them.  Or the new mek guns…

Templates hitting open topped vehicles hurts.  I know what you are going to say, that if someone uses a template on your vehicles then you made a mistake.  Lets us not forget the many was to put a template next to a vehicle quickly.  Flyers and flying monstrous creatures, drop pods, deep strike, scout moves then first turn with fast vehicles.  The flamer just needs to hit the hull of the transport.  It’s not the end of the world for your orks, but losing boys before you even get out of the transport is not good.

Probably the weirder thing that changed for orks is the weirdboy.  No longer does he have his fancy powers.  Now he has daemonology.  He is a level 1, the warphead upgrade does nothing.  Pretty much screwed over in my opinion.  I expect to see a complete rework of the weird boy in the new book.  That’s how bad it is.

So, previously I have ranked orks 13th.  I think as it stands, I will probably put them at 1th, jumping the space wolves and dark angels.  I think that the cons don’t horribly change how the orks play.  The biggest problem is the changes to flying monstrous creatures.  The pros are pretty good.  Hopefully, we will see that elusive new codex soon.

A Beginners Guide to Horus Heresy: Part 2 The Armour

So, Severus gave me a homework assignment, write a brief blog about power armour and which legions can use the individual marks. This is going to be really basic, and more to be used as help for which legions should be equipped with the different possible Mks.

MkI – Thunder Power Armor
Available to Legions: None

The less said about this armour, the better. It isn’t really power armour. Yes, it was what helped the Emperor reunite the clans of Terra. Once the Emperor unified the Terran solar system, he moved on to bigger and better things. However, the design was not suitable for the great crusade.  Towards the end of the Age of Strife, the MKII armor was designed. The MKI is not suitable for any legion, and I don’t even know where one would be ably to buy them.

MkII – Crusade Power Armour
Available to Legions: All

And here is where the fun begins. The MKII armour was meant for the crusade, as the name implies. This was the first real power armour available to the legions. Depending on the time frame you were aiming for when building your Legion, This would be one of the more common Mks that should be fielded in your army. Every legion can take them and fit in with the story.


MkIII – Iron Power Armour
Available to Legions: All

This next Mk looks like an actual progression took place when designing the armour. It’s a little sleeker looking, but still bears a lot of resemblance to the MkII armour. Again this armour was available to all legions, and would be pretty common in pre-heresy Legions.


MkIV – Maximus Power Armour
Available to Legions: All (Traitor Legions had a higher concentration)

At the height of the great crusade, the Adeptus Mechanicus of Mars introduced this new armour to the Legions. The old MkII’s were wearing out, and while some Legions repaired and maintained the old armour, new armour was slowly being delivered to legions on the front line. It should not be a surprise the Horus would want the latest and greatest armour for the Legions in the think of the crusade, most of which became traitors.


MkV – Heresy Power Armour
Available to Legions: Mostly Loyalist, but a lot still made it into the traitors.

With supply lines cut, and relying on themselves to design and upkeep their own armour, Legions came up with what is the MkV. The layered the armour and it was held together with studs, hence the giant studded shoulder pads. Even the traitors did get ahold of this armour, in fact, the imperium is distrustful Space Marines who don the MkV power armour. (My poor Carcharodons)


MkVI – Corvus Power Armour
Available to Legions: Loyalist* (High Concentration in Raven Guard)

Ah, old Beakie. I actually try to use this armour as much as possible in my Carcharodons (and the MKV). This was supposed to be the MkV, but the outbreak of the Horus Heresy delayed it’s introduction. The shape of the helmet was due to all of the new sensors added to the helmet. It was named after the Raven Guard’s Primarch, which also explains why it is so common with that Legion.


MKVII – Aquilla Power Armour
Available to Legions: Select Loyalists (Ultramarine, White Scars, ask the primarch)

This mark was delevoped during the final stages of the Horus Heresy, and had parts that were interchangeable with the MkVI. In fact, as Horus brought the war to Mars, those working on this Mk were brought to Terra to complete their work. Only select loyalist were able to get this Mk due to where the war was being fought. To be true, only those fighting in defense of Terra would have any of these.


MKVIII – Errant Power Armour
Available to Legions: None during the Horus Heresy

This is the latest and greatest of the power armour. Created after the Horus Heresy, none of the legions would use this. In fast, even in 40K, it is an uncommon Mk to see. More common than MkII and MkIII, but still very rare.


*Alpha Legion could use almost all Marks of armor. But anything past the MkIV would be extremely limited. You can make the argument/story that those few soldiers infiltrated a loyalist legion, killed a few guys, and rejoined the legion. Again, that would be extremely rare.

Search’s End

The time has come to introduce the fourth and final act of our Narrative Event: Battle for Tarandros! For those of you that may not know, our gaming group began an extensive Narrative Campaign set in the far-flung Sorathian system, where various factions from the Warhammer 40k Universe battle for supremacy!

For a recap, you can read our earlier posts: Introduction, Planetfall (Part 1, 2, and 3), and Beachhead.

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After scouring the vast ruins of what was once the planet’s capital, Captain Titus finally reached the installation that his Chapter’s Librarius had found referenced in their ancient texts. Precious gene-seed dating from the darkest days of the Horus Heresy would be found within. Despite the relentless passage of time, Eldrich stasis fields should have preserved the gene-seed throughout the millennia. But the Ultramarine leader knew that he was not alone. Ever since he and his brothers had entered the labyrinthine expanse, his super-human senses had detected a presence lurking in the shadows.

Having smashed all opposition in its path, the Alpha Legion and its demonic allies were hot on the Ultramarines’ heels. No doubt it was their foul tread that Titus had felt. In an attempt to halt the advance of Chaos, the Eldar of Craftworlds Ulthwé and Windu had sought to stop the Alpha Legion in its tracks. Instead, they were met by the implacable Death Guard. Dozens of Guardians and Dire Avengers of Windu sold their lives in an attempt to break through the servants of Nurgle’s rotting ranks.

Farseer Aramel boldly led a squad of Storm Guardians into the heart of the battlefield, in an effort to claim a strategic objective. But the advancing Eldar were beset by Plaguemarines. Though he slew their Champion, Aramel and his Guardians were mired in mortal combat with a foe that refused to yield. As the battle raged, the Death Guard’s leader teleported behind the Eldar lines with his retinue of terminator armored bodyguard. In spite of their powerful chaos-forged armor, they were all quickly annihilated by the combined fury of Vibro-cannons and scatter-lasers. Yet for all their gains, the Farseers of Ulthwé knew that the moment had passed. They could no longer reach the insidious Alpha Legion strike team and prevent them from reaching their quarry. Being so foiled, the Eldar were forced to withdraw back into the webway. The Ultramarines would have to face this foe alone.

Meanwhile, the battered remnants of the Imperium’s spearhead abandoned their outer defenses and regrouped to form a tight cordon surrounding the vast installation where Titus and his Marines would complete their quest. In their haste to muster a cogent defense, none had noticed the Alpha Legion strike force as it quietly slipped through their ranks. So great had their losses been, that none amongst the Imperium’s leaders held any hope of reclaiming this world for the glory of their Emperor. Their only goal now was to survive until Captain Titus’s mission was complete.

Despite the withdrawal of Imperium troops, the orks had remained curiously restrained. In awe of his supreme Orkiness, no member of Kap’n Klaw’s Space Waaagh dared question his orders to halt their pursuit of the enemy after their puny counter-attack had been smashed. While the Imperium consolidated their strength, Klaw gathered his vast horde for a grand final assault, the likes of which had never been seen upon the hot sands of Tarandros!

Wargamer Stereotypes Part 4: The Revengence

mechanicumHowdy everyone, Severus here.  I want to give you guys the comedy you crave today to soften the blow that monday is having on all of us.  I may be scrapping the bottom of the barrel when it comes to these stereotypes, so check out my past articles if you haven’t, herehere, and here.  As always, this is strictly for fun, do not keep reading if you can’t laugh at yourself or our community.

The Win At All Cost Guy:  Commonly referred to as a WAAC player.  This guy has one goal whenever he plays a game, to win.  He is the idiot that came up with a 20 obliterator list when the unbound rules leaked.  Fluff, rules, decency towards his opponent, none of these things are even a consideration when he puts his model on the field.  Anyone who refuses to play him is just afraid to lose (in his mind).

The Ugly Painter:  This guy seems to be stuck at basic painting level.  We all started there, and most of us try to move beyond that.  Not him.  His painting is thick, sloppy, and usually lacking in any types of washes or highlights.  You almost cringe when you see his models.  You got to give it to him though, it takes guts to cover a few hundred dollars of plastic with craft store paint.

The Soccer Announcer:  This guys loves to narrate his games.  Unfortunately for his opponent, other guys in the shop, and the neighbors down the street, he chooses to do this narration like a Mexican soccer announcer.  Loud and full of long drawn out screams.  You can remind him to turn the volume down, but inevitable the volume will creep back up.  Like when some thing awesome happens.  Making an armor save will suffice.

The Apocalypse Guy:  He seems to have a large force of apoc only models.  Like several titans or other super heavies.  He lives for those 8 hour apoc games.  He scratch built his own Emperor Titan (it doubles as a cosplay outfit).  He has the old armor cast titans.  Considering he only rolls them out once or twice a year, no wonder he goes crazy during these games.

The Punching Bag:  This guy loses.  That is what he does.  He always starts each game with loads of enthusiasm and confidence, despite his 0-118 record from 6th.  You got to give it to him though, he knows no quit.  He always comes back for another round.  Not many of us could do that.  Side note: he is a great way to test out a new army list.

The Fluff Bunny:  This guy loves him some fluff.  He has probably memorized every codex, black library novel, and main rule book that he has got his hands on.  If you want a fun conversation, ask him about what happened to legion 2 and 11.  Any army he plays is a reflection of whatever piece of fluff that has caught his eye.  Horus heresy was made for this guy.  Now if only he could just get that unit of Gaunt’s Ghosts guardsmen to take down an entire chaos war host.

The Dark Angel Player:  He plays the space marines with the worst kept secret ever.  The emo marines.  Oddly enough this player to has fallen too.  He was so excited to get his new codex at the beginning of 6th.  As his codex fell in strength, he began to take on the dark brooding nature that his marines are sporting.  Now you can find him in the corner of most stores eying up all the other marine players jealously.  Apparently the good old first legion forgot to grab their grav guns on the way out of the armory.  Maybe there hands were too full with all those different plasma weapons.

That’s it for today guys.  Hope you had a laugh.  See you tomorrow.

Preparing for me Waaaaagh!!

orkcampaignheroes02Howdy everyone, Severus here and it’s time for some orky goodness.  As you may have seen around the interwebs and white dwarf, orks are incoming.  I love me some orks.  I have a freebooter themed army, which you can check out here.  So far, no news from GW on when the new codex is out, I here roughly 2 weeks from rumor sites.  We have two new kits and rules under our belts though, so lets dig in!

The gorkanaut/morkanaut.  Big kit, two builds, really orky.  Got to say, this is a case of I like the rules that I saw, but not so much the model.  It could be how GW painted it or photographed it.  I just hate all that yellow, needs to be broken up more or dirtier up some.  Hell, I paint my ork vehicles yellow, I still try to give it some variety though.

The rules on the other hand make it look like a blast.  The gorkanaut has an awesome looking gun with a ton of shots.  Not to mention rage in close combat, so that’s sweet.  This guy could be up to 8 attacks at strength 10, ap2, I2, WS4.  The morkanaut is a little hardier than his brother.  Sporting a kustom mega blaster cannon things (strength 7, ap2, blast, 36″ range i think) and a kustom force field (which now is a 5+ invulvn for him an any model within 6″), his is more of the sit back and support role than.

They both have a transport capacity of 6, which is a bit of an odd number for orks.  I think that means he could only have things like lootas, nobz, and burna’s in him (and of course any attached characters).  Then again, I am comparing rules for a unit in the new codex to units in the old codex.  Maybe there are more ideas in the new shiny book.

Leaks of the freebooters kit and rules have been online for a week and the white dwarf is out today.  The models look amazing.  Like, I want to rebuild may entire army with these bits.  So much pirate goodness.  For god’s sake, they even paint one up in the white dwarf with white pants and red stripes.  I swear to god GW can read my mind.  Look at my orks.  They already have those pants!

The rules look pretty sweet now.  They come in at 22pts a model.  Standard nob profile, which is nothing to sneeze at, just ask my opponents.  There guns now are strength 5, apD6, and assault 3 with a 24 inch range.  Before, they were strength 4 assault 1, apD6 before expensive upgrades.  Now they also get a rule that lets them re-roll a single die on the charge distance.  So they can shoot and fight, sounds proper orky to me.

Here is my problem with the ork release, and GW’s new release model in general.  I want a gorkanaut.  I want piles of the new flash gitz.  I will NOT buy anything until I see the new codex.  I want to see what has happened to the rest of my army before I got and put a few hundred more dollars into it in shiny new models.  I am sure there are going to be tons of new mechanics to mess with in this new orky iteration.  So, despite my love of the flash gitz and the gorkanaut, I wait.  And prepare me boyz for a proper waagh!

Side note, don’t expect to see a winners and losers of 7th ed orks article until after the new codex.  Kind of feels pointless to write one, then turn around and write another when the new book eventually gets here.

Winners and Losers of 7th Edition: Chaos Daemons




Greetings readers, Ralshenik here to continue the series started by Severus discussing which codex’s came out on top with the new release and which ones are already missing 6th edition.

Chaos Daemons were a potent army in 6th, Severus in fact felt they were the the best codex in the game from last edition when he did his end of edition power rankings, a fact I vehemently disagreed with as I felt when you compared them and Eldar it wasn’t even close but I digress.  Point being is at the least we’ll all agree they were a top 3 army.

So how is life for the denizens of the warp now that the new edition has been released?Well to be honest, their prospects are not that great in my opinion.

A lot of people (including my fellow bloggers) feel Daemons still sit on top of the food chain due to the heavy amount of psykers the army can field and maelific daemonology.  Fair points, no army can field the amount of psykers a daemon army can and maelific has a high chance of backfiring for any other race.  The fact they can summon an entire other army potentially is crazy, crazy enough that most tournaments are discussing ways to limit summons/warp charge dice (as if someone would actually take that list to a competitive event where there are time limits and such).

Problem is the psychic phase really was just a nerf to psykers with glitter thrown on it, powers don’t cast as reliably and you don’t get to cast as many.  For an army who so heavily relied on psychic powers this is crushing, especially when you consider they have almost no non-psychic shooting (not like witchfires were great to begin with).  So you have to make a decision; do you summon or do you try to outshoot armies with your weaker guns that can be stopped much easier than summons?  That choice is pretty easy.

So yes you can field 30+ warp charges, you’ll have no shooting capability in a world where shooting is still god mode.  Your main option is summoning and unless you get incursion twice, you’ll be summoning mostly squishy models that have to run across the table at your opponent with a silly look on their face.  No Objective Secured or guns in an edition that’s all about Objective Secured and guns, starting to see the problem here?

Daemon Flying Monstrous Creatures got hosed there’s no sugar-coating it, I was once optimistic and thought I could make them work still, but the fact is they don’t have the damage output anymore to justify ever using one outside Belakor for Invis and Fatie for Warp Dice.  With the nerf to smash attacks killing Landraiders has become a most daunting task for an army that could shiskabob one a month ago.

So if you’re keeping score; their shooting is bad, many of their tank killers can’t kill tanks anymore, the already unreliable and random army became more unreliable and random, they have no prayer of putting as much Objective Secured as other armies and lack the offensive capability to kill off the OS in something like mechanized marines/eldar.

It isn’t ALL bad though; Tzeentch chariots work now, Flying Monstrous Creatures have become more durable even if it was at a loss of most of their offensive capability.  Also, you are no longer required to start half your army on the table so it’s possible to make a proper bomb list now. But yeah, everything else kind of blows.


I know bro…..I know……

Maelific is going to become this armies crutch before long, it’s a shame because many (including me recently) have lambasted the discipline for being ridiculous (which it still kind of is) because no one realizes how much 7th weakened the codex.

Right now the state of the Daemon army is depressing IMO, I would have put them  #2-3 at the end of 6th now I would put them #12-13.  The codex simply translates into this new edition very poorly, I expect many (including most of my fellow bloggers) will disagree with this and feel free!  It’s going to take some time before the dust settles, but when it does, I think many will be surprised to see how bad the most psychic army performs in the edition with THE ALL NEW PSYCHIC PHASE!!!!! ::flails arms::

Until next time!

Winners and Losers of Seventh Edition: Tau

tau_vs_tyranidsHowdy everybody, Severus again!  Continuing our article series on the winners and losers of 7th edition.  Time to take a look at another one of my armies, my beloved Tau Empire!  The army still has lots of kick.  Some of the rule changes really help us out, but a few hurt us.

First off, Jink.  As Augustus has discussed, Jink really helped out skimmers.  With disruption pods, our tanks can be pretty survivable.  I can’t remember the last time I had a tank with a 3+ save.  Devil fish transports are looking pretty attractive to me now.  Sticking Longstrike in a hammerhead is not as much of a risk as before.  The trade off for snap shooting can easily be offset by markerlights.

The changed vehicle damage chart is a mixed bag.  Makes missile broadsides a little less awesome.  No more exploding.  Don’t get me wrong, they are still handy.  Makes fusion blasters a lot more appealing, so expect to see more of those floating around.

The psychic phase actually affects the tau now, believe it or not.  Before we could only try to stop witchfires and maledictions. Now we have a shot a blessings.  Plus the Talisman of Arthas Moloch now gives all tau units within 12 inches of the bearer a +2 to their deny the witch!  Not to shabby.

Everything scoring also opened up some possibilities for the good old space fish commies.  Fire warriors and kroot were never the greatest troops when it comes to scoring.  Don’t get me wrong, they can deal some damage.  They just can’t take that much.  So, opening up some options like crisis suits or riptides to score an objective definitely helps.

On the flip side, all is not sunny in the empire.  We lost the ability to attach the buff commander to a riptide.  Probably something that was never intended in the first place.  The buff commander is still useful with crisis suits and broadsides, but the riptide was the best option.  EDIT:  It was point out by one of our legionaries that you can still attach the buff commander to O’Vessa, the independent character riptide.  So that helps out a bit.

Overall, I would say the dreaded cow fish commies from space have seen their power level remain steady.  I had them ranked number 3 before.  I would put them at number 4, not that they lost power.  I think the space marines just gained more than the tau.  You could make a solid argument that they still hold the number 3 spots and marines are 4.  What do you think?