It’s Finally Happened. GW Returns to the Realm of Social Media

groundhog7Howdy everyone, Professor Severus here.  Today marks a moments occasion.  Games Workshop has finally returned to the realm of social media.  That’s right, like your grandparents, GW finally has a facebook page.  Unlike grandma, it looks like they might know what they are doing.

It popped up on my feed this morning. It is a community page for fans.  Basically the rules are be nice, only talk about 40k on the page, and if you want to post models, make sure they are citadel models.  I say that is fair enough. I mean, it is a page run by GW specifically to talk about 40k.  Doesn’t make a lot of sense to have stuff about other games on there or for other companies to have their models displayed there.

Based on the format of the page, it looks like the same social media team that is running Forgeworlds page.  They are clear upfront that they are not the design team.  Do not ask them rules questions.  So far, it looks like that team has kept the Forgeworld page on message and kept the community well managed.  So there is hope for this new GW page.

Now, this is going to really age me, but screw it.  Once upon a time, GW actually hosted message boards on their website.  At one point, it was a good community to be involved in.  Lots of back and forth from players of all levels as well as moderates and the occasional design team member chiming in.  But over time, the board was overtaken by the negative members of the community.  GW tried to get control of the boards, but eventually gave up and shut the whole thing down.  Since then they have not had many major attempts at social media or interacting with the community.

So, I want everyone to take a moment here and really try to think about this.  GW is trying to connect with the community.  They are like a shy animal finally coming out of it’s home.  If you scare GW with a bunch of negative feedback, they could pull the plug on the whole thing.  I understand that GW has not pleased everyone of it customers over the years.  They are reaching out here and trying to be more involved.  This could be a great thing.

Now, some people will feel they need to express themselves negatively about GW, which is fine.  Just please keep it off of their page.  I don’t want them to shut this down.  I want the chance to interact with them and be a part of this community.  And with that I leave you. I got some orks to show off on the new community page.  Until next time, this is Severus saying have a good one and take it easy.

Commissar’s Grit – No Retreat, No Surrender!

The mighty prize in it's new resting place.

The mighty prize in it’s new resting place.

Howdy everyone, it’s Professor Severus here.  I had the chance to get out of the house this weekend and get away to the FLGS, Moxie Games.  Stephen, one of the active members of the community, decided to organize a bad list tournament.  You can take a look at my past post to see the Tau list I put together for the tournament.

So, as a refresher, the rules of the tournament are as follows.  You write the worst legal list possible using an army of your choice.  You bring those models and that list to the tournament.  When you are paired up with an opponent, you swap armies.  You then have to use the bad list they gave you to beat the bad list you brought.  I have played this format before and it is a blast.  The tournament used malestorm missions 1, 4, and 6 using the standard tactical objective deck.

Round one I paired with an opponent I never had played before, RT.  He brought in a list of Dark Angels.  Standard CAD (none of that new shennanigans they got with their 7th edition update), composed of two tactical squads, a scout squad, a vet squad, a terminator squad, a rhino, a razorback, a predator, a captain, and a chaplain.  The captain was the warlord.  I setup to go first, but that dang Mirrorcodex allowed RT to seize the initiative.

The game started out close, but in the end massed bolter fire and 3+ saves carried the day.  I really felt like space marines could conquer the galaxy after that game (as long as no one shot back).  I focused on keeping the suits with the commander contained.  The suits only use was close combat, so quickly the commander was named Leroy Jenkins.  One of the highlights was the scout squad taking the charge from the mob of suits and holding their own.  Eventually some tactical marines came in and helped break the suits.

Malestorm points really went in my favor.  My opponent didn’t have much luck with cards.  I also focused on taking out his fast moving vespid first to minimize the amount of objectives he could grab.  In then end, the Dark Angels emerged victorious.  I believed I managed to rack up 9 points to RT’s 1.

Getting set up with the Dark Angels.  Not sure why the think a fallen is hiding in the tau, but whatever motivates them was fine by this commissar.

Getting set up with the Dark Angels. Not sure why the think a fallen is hiding in the tau, but whatever motivates them was fine by this commissar.

Round two saw me taking the helm of Khorne Chaos Space Marines against another opponent I had never played, Cathy.  She gave me an army containing 2 units of cultists, 2 units of khorne berzerkers, 2 units of chaos space marines with bolters, a unit of chaos space marines with close combat weapons, a unit of bikers, a dark apostles (as warlord), a chaos lord, and a unit of obliterators.  The biggest weakness in this list was the cultists.  I put the characters in those units to give them fearless.  Then I stuck them on the back field to hold objectives.  I was all prepped to go first, but the dang Mirrorcodex reared it’s ugly head again and I was seized on (both RT and Kathy rolled 5’s).

This was the malestrom mission where you could steal an opponents “score objective x card”.  That forced each player to get aggressive and get on objectives quickly, which played right into Khorne’s battle plan.  The berserkers carried the day.  They took a charge from the suit mob led by Leroy, then proceeded to butcher everything in their path (counter attack, rage, and furious charge is a great combo).  The bolter marines helped clean up a few squads as well.  In the end I had Cathy tabled by turn 4.  11 points to the Professor.  No epic moments in this one, just lots of dead tau and tau allies.  I really felt bad playing that game.  It was becoming clear things were going in chaos’ favor by turn 2 or 3.  I had to keep at it and score points as battle points were used for any tie breakers.  Sorry Cathy.

The Blood God was really disappointed in the offering the drones made.  They had neither blood nor skull for the great lord.

The Blood God was really disappointed in the offering the drones made. They had neither blood nor skull for the great lord.

Finally, onto the last round of the tournament.  I was paired up with Anthony, an opponent I have played before.  He is a frequent player to local tournaments, so he know his way around an army.  He brought me by far my worst list of the day.  It was a Dark Eldar list composed of 2 archons (one acting as warlord), 2 units of wracks, 6 units of wyches, a unit of bloodbrides, an ur-ghul, and 3 units of khymarea.  All on foot.  The tau list definitely had the advantage on maneuverability, durability, and range.  I had second turn, so I set up a bit back to try to mitigate any turn 1 shooting.  Of course when I tried to seize, it didn’t work.

The malestrom mission was deadlock, the mission where your number of cards decrease each turn.  That meant you had to get out onto the field early and start scoring.  My original plan was to hold back with most of the force and wait for army wide feel no pain to kick in on turn 3.  Anthony got a good first hand, so I had to start getting after those points if I wanted to keep up.

I decided to break the army into three waves.  The khymarea were the first, scoring kingslayer, blood and guts, slay the warlord, and scoring objective 5 in the first turn (poor darkstrider never knew what hit him).  The bloodbrides tied up the Leroy mob in the center of the field.  While those units soaked up the firepower in turn 2, the wracks go into position.  They weathered the fire power from turn 3.  Finally in turn 4, most of the wyches were in places to make charges and I started taking down units.  That is really when things started to swing.  The archons were putting down suits and kroot, wyches were chasing around drones and vespid.  All sorts of chaos was breaking loose on the field.  Heck, even the Ur-Ghul scored a few points by sitting on a back field objective.

This game was a close one.  I think I had it on turn 5, but the game went on.  Anthony had a chance to tie it up in turn 6.  In the end, the brave drone unit failed a 4 inch charge into my warlords second unit of wyches (the first were used as fodder to protect him).  This saved me from giving up slay the warlord.  I ended up taking it 15 to 13 I think.  Time expired after that.

And with that, I was the lone commissar left on the battle field.  I went 3-0 and racked up a healthy pile of battle points.  Anthony took second.  Overall, it was a blast.  These types of games always make you stretch your brain tactically to try to figure out a solution to the mission.  Plus with some many ridiculous list in the field, dumb funny things are bound to happen.  Although you could make the argument that I won because I own the most crappy models.  Not going to argue that one.

I really appreciate Stephen for running this tournament.  It was a blast and the chainsword prize was so worth the effort of painting up all those vespid, hounds, drones, and suit. So, what do you guys think?  Anyone ever play in a tournament like this before?  What sort of list would you bring.  Until next time this is Professor Severus saying have a good one and take it easy.

Building Towards a List

As many of you know, I have been putting a lot of time into my Alpha Legion as of late. However, with my mild ADHD, I haven’t even been able to concentrate on one list to build towards. I am a big fan of play testing which is why I bought outriders and a javelin without ever using them. So, after some thought, I decided to build one 2500-point list, using the “Coils of the Hydra” Rites of War, and work on completing that list specifically.

Now, in this list there is no Primarch, since Forgeworld has not produced a model yet. And don’t get me started that we have seen a model of Russ, and not even a hint of Alpharius. Also, what I like about this list, is that it is easy for me to switch out other units. For now (which will probably change before I actually post this), this is what I have:

 Dynat

HQ:
Armillus Dynat
Exodus (No model, I will have to come up with something)
Legion Centurion (Saboteur) w/ Artificer Armour, Combat Augment Array

Iron Saboteur

Saboteur for when I play against the Iron Hands

Troops:
10 Man Tactical Squad w/ Rhino
10 Man Tactical Squad w/ Rhino
10 Man Tactical Squad w/ Rhino
8 Man Support Squad w/ Meltas, Rhino

Melta

Elites:
Apothecary w/ Artificer Armour
Darkwing Storm Eagle (“Borrowed” from the Raven Guard)

Fast Attack:
10 Man Headhunter w/ Combi-bolters, banestrike ammunition, heavybolter
Javelin Attack Speeder w/ Multi-Melta

Heavy Bolter Headhunter

Heavy Bolter Headhunter

Heavy Support:
Fire Raptor Gunship w/ Autocannon batteries, Armoured Ceramite
Land Raider Phobos w/ Multi-Melta, Armoured Ceramite, Auxiliary Drive

I plan to have Dynat, the Apothecary, and the support squad ride in the Land Raider. I could also place a Tac Squad, the Headhunters, or nothing in the Darkwing, depending on my mood or needs for the day. I have never used Exodus, so I am interested in how he will work, and putting him with the Headhunters seems to be the most logical place (rather than have him run around on his own).

I also like this list because I could easily swap units out. I could easily drop Exodus and the Javelin freeing up a lot of points. Also, if I drop the rites of war, I could reduce my army by dropping the Darkwing and a unit of Tactical Marines.

Finally, what do I have to get and build to run this list? Well, I need an Exodus model, which I may use a Recon Squad model until an actual character model is released, and I need one more Rhino. I have to build the Fire Raptor and the Storm Eagle, since I now have both of those.

This list brings some fluff, some punching power, a little too much air power (one flyer is usually enough), and the ability to hold some objectives. The Javelin (with outflank, deepstrike, and it’s speed) can be used to support troops in need.

 

The Great 30k-40k Conspiracy…

Meme

 

Howdy everyone, Profesor Severus here.  I was listening to a podcast last night and I had a sudden epiphany.  I think the guys over at The Southern State of 40k may have stumbled onto a great Games-Workshop conspiracy.  And I am here today to break it down for you.

Over the last year or two, the way we build lists and the rules for 40k have changed a lot.  Crazier combos are starting to be let out in the rules, making balance harder to achieve.  List building is become more and more complex with the composite detachments, formations, and factions.  Even the way the rules are provided for us is becoming more complex as seen in the recent campaign updates to space wolves, tau, astra militara, and ect.  It is a very different looking game compared to what we all knew back in 6th edition.  I am not saying it is good or bad, just different.

Now, rewind in your head to about 3 years ago.  Forgeworld launched their Horus Heresy system.  It was based of 6th edition 40k rules, but it essentially had it’s own force org charts and codexes.  At the time of it’s launch, it played a lot like 40k.  Lists were built relatively the same.  Army rules and unit entries were provided in the same format as 40k for the most part.  Essentially, 30k was a different skin on the 40k rule system.  At the end of the day, you got into Horus Heresy if you liked the fluff or the armies.

Now look at what has happened with the two games over the last few years.  40k has sort of opened up the flood gate with rules, new units, new army construction methods.   Balance is now a thing that can be hard to achieve.  It is quickly becoming a game more about the story and less about balance and competition.  And 30k (aka Horus Heresy) has stayed the same.  It still adheres to strict force org charts, formations haven’t showed up yet, lords of war are limited based on army size, and the rules feel pretty well internally balanced.

This is a complete guess, but what if that was the point.  The game systems were to similar when 30k launched.  Now they have diverged enough to start seeing a real difference.  On paper, it looks like 30k should attract players more concerned with balance and competition.  40k should attract players more interested in narrative and crazy games.  I am not as active in the community as I once was, so I can’t tell you if the player base has shifted to follow those lines yet.

What do you guys think?  Does that theory make sense?  Could GW be intentionally trying to split the player base into a narrative focused group and a balance focused group by making 30k and 40k so different?  Or has the Professor been working around to much super glue fumes lately?  Until next time this is Professor Severus saying have a good one and take it easy.

Kaptain Klaw’s Review of the Great-Waaaagh Band

Ork_Freebooterz_WarbossOy!  Listen up ya bunch of lazy gitz!  Da Kaptain iz back to tellz ya about da new shinzy, da Great-Waaaagh Band detachment!  Da hummies over at GW wentz and updated da Waaaagh! Ghazghkull supplement.  Da Kaptain got his klaw on da book and iz here ta give ya hiz thoughts on it.

Da big thing dey did waz organize all da Waaagh Ghazghkull formations into one of demz decurion style thingz da space robotz have. Dey call it day Great-Waaagh Band detchment.  It haz all da same special rulz from da previous Ghazzy detachment.  Dat includez dat da warboss haz to challenge and dat you add 2 to da mob rulez rollz.  Even da 3+d3 hitz iz still dere.

Da benefitz for da detachment iz dat if your warlord iz a warboss, den you getz a free waaaagh every turnz.  Da other benefitz iz dat if ya have a mob of boyz with 10 or more modelz, dey get da hammerz of wrath on da charge.  Da free waaaghz iz da best benefit!  Dis letz da boyz really get to da krumping fast.

Now, fur da most partz, da auxillary detachment are all da same from the older version of da Ghazzy book.  Da big stand outz are da Blitz Brigade, Ghazzy’s Bullyboyz, and da Dakka Jet Skwadron.  Der are a few other auxillaries dey added, mostly optionz for takin da fast attack or heavy supportz choices as a detachment.  No cool special rulz.  Dat makes a sad Kaptain.

Da other big compenent iz da core formations dat dey added.  Dey are da Waaagh-Band and da Goff Killmob.  Da special rulz dat are added from dez formations are not dat good.  Da Waagh-Band is completely replaced by da Great-Waagh Band detachment rulz.  Da Goff Killmob getz to re-rollz dere charge rollz.  So da choice for which one iz bestz for yer WAAAAAGH iz based on da contentz.  Da Kaptain likez da Waagh-Band.  Loads of boyz, a few nobz, and a Warboss (Da Kaptain gotz to go somewherez) make for a good start.

Now dere iz a bitz of a problem with da Great-Waagh Band detachment.  If da warboss diez, den da whole free waaaghz thing fallz apart.  So ya gotz ta make sure dat boss iz dead ‘ard.  Ya evenz needz ta uze your orky kunnin.  Wit da all in me headz, Da Kaptain haz made diz list az an example of whatz da detachment can do.

Great Waagh-Band Detachment 1850 pts

  • Command Choice
    • Big Mek, Mega Force Field, ‘Eavy Armor
  • Core Choice
    • Waaagh-Band
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Gretchin – 10 with Runtherd
      • Meganobz – 3 with killsaws and Battlewagon
      • Mek
      • Warboss – Cyborg Body, Da Lucky Stikk, Mega Armor
  • Auxillary Choice
    • Dakkajet Skwardon
      • Dakka Jet with 3x supa shoota and flyboss
      • Dakka Jet with 3x supa shoota and flyboss
      • Dakka Jet with 3x supa shoota and flyboss

Dat iz what da Kaptain haz come up with so far.  Da dakka jet getz Tank Hunter against other flyerz.  Da also get da extra shotz from all da free waaghz.  Da boyz in da trukks will be able to get stukk in fast with da waaagh.  Finally, da meganobz, da warboss, da mek, and da big mek getz in da battlewagon and go off to find da biggest and da best fight.

So, what do ya gitz think?  Doez da new detachment get ya orky juices flowing?  Or are ya a puny hummie?  Until next time, diz iz da Kaptain sayin’….WAAAAAAAAAAGH!

First Game of KoW

This past Friday I got my first game in of Kings of War. I player the Dark Elves… I mean the Twilight Kin against the owner of Critical Hit Games and his army (which I have since forgotten what they were). The game would have gone a lot faster if I had any idea of what I was doing (and yes, I glanced at the rule book) but this was meant to be a teaching game. I can’t say that I played with any strategy, or any thought at all other than learning the game. It was relatively quick, fairly easy, and a decent substitute for Warhammer Fantasy. It’s a closer substitute than Age of Sigmar is in my opinion.

I enjoyed the game, so much so that I have already started gluing models to their movement trays for ease of transport and fielding.

Getting there

I also got to use the Kharibdyss for the first time, although in this game it was just a Hydra that didn’t last all that long. And since I used the Kharibdyss, I decided that maybe I should think about painting him.

Hydra

I would recommend people looking for a Fantasy alternative to give KoW a try. It’s not a perfect replacement, but if you are not a fan of AoS, KoW isn’t bad at all. Sorry for the short post for today.

This is Shorereaper, signing off.