Mission Accomplished: Ralshenik Says Goodbye

Shaq-Killed-It-During-His-Retirement-Speech

Like his Shaqness, I leave with no regrets.

 

Hello again readers, once again it’s your absentee blog contributor Ralshenik!  Today unfortunately my writing is taking a more somber tone as I have made the extremely difficult decision to leave the hobby I have loved so much for the last several years.  This choice comes at a time in my life where I am looking to explore new personal ventures and honestly just don’t have the free time available to wargame like I want to.

As I said, this is not an easy choice, for the last 5-6 years I have thoroughly enjoyed every aspect of this hobby while making friends and memories that will last a lifetime.  I was exceptionally blessed with one of the most friendly and welcoming  group of gamers any nerd could ask for.

Though my writing experience for this blog was short-lived, it was an absolute blast to be able to share my thoughts with you guys and engage fellow gamers in conversation all throughout the world.  Severus and Co. are a great bunch of guys, I wish them and this blog nothing but happiness and prosperity.

There won’t be any gnashing of teeth or angry lamentations in this article; i’m not going to sit here and tell you the reason i’m leaving is cause the game of 40k has jumped the shark or GW is just a bunch of money hungry English devils.  I’m not going to champion some other system and explain to you why it is so much better than 40k and why you should make the choice to leave like me.  None of that is true, this is simply a personal choice made due to various circumstances in my life currently.

Consider this a goodbye letter to a game that has thoroughly entertained me over the last 6 years, as I walk out the proverbial door I do it with my head high and a bright optimism about the future.

Perhaps the cold lure of the grim dark will pull me back someday? Perhaps I (like many 40k players before me) am only experiencing the first of many retirements and un-retirements?  I would never bet against that.

For at least the foreseeable future however,  I say goodbye Warhammer 40,000, thanks for the friends and fun times.  I wish all the readers of this blog the best in their hobby times, I hope the game is as good to you as it was to me.

Farewell Twenty First Legion and the 41st Millennium!   Till the day we meet again…..

synopsis_final

 

Pre-Ork Power Rankings: According to Ralshenik

NFL-Power-Rankings

 

Hello there readers, Ralshenik here and my apologies for my lack of writing as of late, work related stuff has taken a chunk out of my gaming/writing time.  I have returned however to give what I believe to be the tier lists for the start of the new edition, this of course is with Orks just on the horizon so I look forward to seeing how they shake this up (Click here to read Severus’s list).

Anywho, my opinions are as follows….

1. Grey Knights-  They’re back folks, those lovable resplendent daemon hunters have every tool needed to compete this edition.

2.  Eldar-  Really they’re more of a 1B as opposed to 2, on top of already having a book that was generally more powerful than everyone else’s, 7th edition seemed to go out of it’s way to not hurt Eldar, Codex: Everything is Awesome still sits on top.

3  Space Marines- 7th gave these guys a massive boost, I think they have what it takes to hang with Eldar and GK’s, only the future will tell.

4  Necrons-  I’d say they’re back, but honestly Necrons haven’t seemed to go anywhere, one thing you have to give the now older book; it has staying power.

5  IG/AM-  Best shooting army in the game and shooting is still pretty over the top good. ‘Nuff said.

6. Tau-  Still a solid army, but everything they can do IG does better, Riptide not withstanding.  Meet your new top tier gate keeper!

7. Dark Angels- The boys in green are back to a respectable force after being a doormat in 6th.

8. Dark Eldar-  The mid tier is apparently a very Dark place.  DE sit at roughly the same spot I had them in during 6th.

9.  Chaos Space Marines-  They have more options now, but loyalist marines are better in almost every way, they are stuck in the same ship as BA and SW except with no hope of a new codex anytime soon

10. Tyranids-  A lack of vehicles (sensible as it is) really hurts the army, table control is good and all but with shooting at the level of power it currently is footslogging just aint gonna cut it and sadly the poor bugs have no choice.

11.  Chaos Daemons-  How the mighty have fallen, Maelific Daemonology is a HORRIBLY overrated (yes I know what I said a couple weeks ago) headache of a discipline to use. Once people figure out how to beat the pony’s one trick (hint: use Landraiders or a Knight) all this “DAEMONS ARE RIDICULOUS!!” nonsense will finally stop.  Sorry folks, dey bad now.

12.  Orks-  After 2 editions of sticking it out in the mid tier the book is finally showing it’s age, fortunately for my WAAAAGGHHHHHH enthusiasts their new codex is dropping soon, here’s to jumping a few spots in the next article green ones!!

13.  Sisters of Battle-  Poor Gals, they got a boost, but compared to the boost their loyalist brethren got it’s just kinda meh.

14. Space Wolves-  They look at codex marines and be like….Sad_Wolf_by_PaPeRDoLLLL

15. Blood Angels- They look at everyone and be like….

emo

Winners and Losers of 7th Edition: Chaos Daemons

Soul_Grinder_Colored_by_MajesticChicken

 

 

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.

demon

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!

Do the Rhino Rush

rhinoa

Because fuck fuel efficiency

 

Hello again interwebs!  Last time we talked about the return of the mechanized space marine army, specifically the Rhino Rush (check it out here).  This time we’ll get down and dirty with some hot list building action!  Today I’m going to be making lists that try to capitalize on mass objective secured, I’ll make a Rhino Rush with Chaos Space Marines and regular Space Marines.

chaos rhino

Why is your Rino yelling at me?

Chaos Space Marines

Huron Blackheart is basically an auto include for this style of list so he is going to be my HQ.   CSM can’t combat squad but by purchasing just 5 man troop units you’re basically buying a combat squad anyway.  While you’ll never be able to field as much OS scoring as your vanilla brethren, you still can do quite well for yourself.

  • Huron
  • 5 Man CSM Squad w/ Plasmagun, Combi-Plasma, in a Rhino w/ Warpflame Gargoyles, Havoc Launcher, and Dozerblades x4
  • 5 Man CSM Squad w/ Meltagun, Combi-Melta, and Melta Bombs in a Land Raider w/ Dozerblades x2
  • Helldrake w/ Baleflamer x2

Total-1848

This list gives me 10 units with OS, the Landraiders will have it so long as the 5 man squads stay in them and most of the time I can infiltrate/outflank 2 units.  LR’s are no easy out either and I have 2 of them backed up by 2 Helldrakes.  It’s mobile enough that I can get to where a need to be and its killy enough that I have the firepower to deal with most types of enemies.  A friend of mine has been running something similar since the start of 7th and had success.  He takes Oblits and Chosen as opposed to the hellturkeys which I’m not opposed to trying, I’m just not ready to give up on my beloved dragons yet!

 

SM Rhino

Relics of an ancient time.

 Space Marines

Space Marines play the objective game a bit better than their spiky evil brethren, Reecius over at Frontline Gaming has a Ravenguard list that demonstrates this point perfectly. Tactical Squads who combat squad in a Rhino are 3 different units with OS for all intents and purpose, this offers an insane amount of scoring potential as it is more than most armies can kill in a game.  I’m going to go with Ravenguard and White Scars for this list as I want as much outflanking options as possible.

Ravenguard Detachment

  • Shrike
  • 6 man Scout Squad with Camo Cloaks and Sniper Rifles
  • 10 Man Tactical Squad w/ Multi Melta and Plasma Gun in a Rhino with Dozerblades x5

White Scars Detachment

  • Khan w/ Moondrakken
  • 5 Man bike Squad w/ 2 Grav guns, Attack Bike w/ Multi-melta

Total-1844

This list can field a whopping 20 units with OS, most of which are quick or can outflank.  It completely crushes the CSM list with regards to scoring and maneuverability at a cost of (somewhat) reduced firepower.  I’d be lying if I said I was cool with no Centurions but the point of this list is mass scoring.  If it turns out I need the fire power boost I suppose I could add them, though I don’t see myself using this list much as I’m already busy with buying Templars and have a full CSM army available.  None the less I’d like to see it in action, FLG has a couple of battle reports featuring their version of it in action (find them here), though they’re all from 6th when the army was much weaker.  I look forward to seeing them post a new one and gauge how it performs now, cause in theory it seems very solid!

Thats all for today folks, I’m supposed to be getting a game against some Necrons this week, if so I will try to post a batrep.  Until next time!

 

Return of the Rhino Rush?

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Hello readers, Ralshenik here to discuss a couple of things about 7th edition.  At this point most of you have probably heard the lunacy regarding things from the psychic phase to daemonology.  You’ve probably also heard about the demise of many of the top lists from 6th edition; Ovesha Star, Daemon Flying Circus, and (to some extent) the Eldar Seer Council.  Even the space marine list featuring white scar bikers and a billion grav guns took an (albeit slight) hit as they now must snapfire to gain their jinx save.  One type of army notably missing from the top was the fabled Rhino Rush.

It’s safe to say 6th edition might have been an all time low point for mechanized space marine armies.  After being a dominant force through 5th Rhino/Razorback Rush lists took a backseat to flyers, monstrous creatures, and psychic deathstars.  Now however the times have changed.

Thanks to GW dishing the nerfbat to Flying Monstrous Creatures, Smash Atks/Vector Strikes, Killing the Buff Commander/Riptide Combo, forcing Wave Serpents to pick between durability and firepower, and bringing the Helldrake down a peg (with the recent FAQ’s).  Rhino’s are back to being a prime candidate in any marine player’s army.

But why you may ask?  I mean they still get glanced to death as easily as before right?  So a few units who were REALLY good at killing them aren’t so much anymore, big deal. What makes the little metal boxes so useful again?  In short, two words that you will hear quite a bit of this edition; Objective Secured.

Now that quite literally EVERYTHING in the game can score many thought troops would become a thing of the past, not so fast, the best way to think of troops now is actually “Super Scoring Units”.  With the Objective Secured rule they hold any objective regardless of whether an enemy scoring unit is contesting it (unless they also have OS).  In fact I would go as far as saying troops are even more vital now with everything scoring than they were when only troops could score.

The name of the game now is mobile infantry that can grab/deny Tactical Obj’s quickly and get back to safety.  MSU (Multiple Small Unit) builds are going to be very strong in this new edition as kill point missions were their main drawback and that mission has become much more rare.

This leaves us with the Rhino, a mobile bunker that can score and has OS while transporting 1 (possibly 2) unit/s who also have OS.  If you think about it, the OS rule itself kind of kills the whole deathstar build anyway.  Why should I care about your one super unit when I have 18+ scoring units with OS?  You only have 5-6 turns, I can do math, you won’t be able to kill off all my OS by the end of the game.

Just two weeks ago the idea that MSU marines could beat a seer council was crazy talk, now you wonder why the seer council would even bother trying!  We’ve only begun to scratch the surface of what the OS rule means for the game.  When I come back, we’ll take a look at some potential list builds to get the most out of this rule.

List Building: Black Templars/7th Edition Principles

Black_Templar__Cruinthe_War_by_joegt123

 

 

Greetings interwebs, Ralshenik back to talk a little Black Templars, my favorite Space Marine chapter!  Having finally purchased almost all the models I needed for the army I plan to start play testing them very shortly.  Since I’m currently in the stages of building a Templar Army I figured I’d share the theory behind my army and list building principles.

What I need:

Objective Secured- Its the name of the game now, and Templars can play this as well as anybody.  5 Initiates with a Missile Launcher and a LasRazor cost about 170pts and basically count as 2 units with OS.  They can also perform practically any function I need them to throughout the course of the game.  I’ll take 4.  My army’s theme will be a Templar/Steel Legion team up during Armageddon so I’ll be taking IG/AM allies.  Vet Squads in Chimera’s are still a solid choice and with flamers offers a good response unit for deepstriking/drop podding enemies.

Anti-Tank-  Now that transport vehicles are going to become prevalent again I need to be able to open up the cans/shoot them off objectives.  The Razorbacks & Crusader Squads cover some of this, but 4 missile launchers and 4 lascannons aren’t quite enough.  I’m not a huge fan of drop podding in with melta as it tends to be inconsistent and i’m building this to be more of an armored gun line.  Lascannon/Missile Launcher Dreads will work nicely and at a hair under 140 they put out good fire power without breaking the bank.  Throw in two Typhoon Missile Launcher Land Speeders and a Vendetta on the Steel Legion side of things and we’re cooking with gas. That’s 9 Lascannons (all twin linked) and 8 Missile Launchers (two Typhoons).  Should be able to deal with most vehicles.

Anti-Troop-  Once the cans are open I need to be able to kill the stuff inside!  Missile launchers are a nice dual weapon but frags aren’t going to solve all my problems here.  A CCS with 3 Flamers and a Heavy Flamer to go inside the Vendetta would be a good quick strike force to burn fire warriors, guardians, orks, ‘nids out of their Aegis.  They are also cheap enough that it won’t matter when they get shot to pieces the turn after they grav insert.  If I don’t need to use them in that manner I can always fly them around in the gunship and jump them out for linebreaker on turn 5!  The Wyvern also offers AMAZINGLY good troop killing ability at a bargain bin price (seriously these things are ludicrously cheap for what they do), I’ll take 2!

Now that I got my needs down and units selected here’s what my list looks like….

 

Templar Detachment:

  • Captain
  • Crusader Squad w/ Missile Launcher & LasRazor (Dozer Blades) x4
  • Dreadnought w/ Las & ML x2
  • Land Speeder Squadron w/ Typhoon Missile Launchers (2 Land Speeders)

Steel Legion Detachment:

  • CCS w/ Hvy Flamer & 3 Flamers
  • Veteran Squad w/ Hvy Flamer, 2 Flamers, & Chimera x2
  • Wyvern Squadron  (2x Wyvern)
  • Vendetta

Total-1850

I like this list a lot, I feel like it will offer flexibility which is key in the Maelstrom of War missions and 7th edition in general.  I’m sure it will change as I haven’t had the chance to test anything yet and will probably end up moving a unit or 2 here and there.  I’ll post updates when I’ve had the chance to run a few games with it!  Till then I have the Daemon Summoning Conga Line booked up for a few more games.

Maelific Daemonology: For Why?

patrck-1

My face for the better part of my test game against Severus

Hello folks, Ralshenik here to discuss one of the most absurd things I’ve ever witnessed in a game of 40k.  This weekend I got a chance to test out Maelific Daemonology and Oh…..my…..god……..

In that game I was able to summon over 1700 pts of extra models in an 1850 pt game, no that wasn’t a typo.  1700 pts.  15+ Plague Drones, 2 monstrous creatures, and about 40 daemonettes.  Leading to a sweeping victory in a game I had no business winning, and when I say no business winning, I REALLY mean it.

The game was long ways deployment, on a table that was sparse when it came to LoS blocking terrain against a very refined Tau list that featured a plethora of deadly shooting units (Buff Commander’d Missilesides, plasma/burst cannon crisis suits, Ion Tide, etc).  The first three turns were literally Severus’s tau shooting fish in a barrel (fish shooting fish in a barrel…..the irony).  Hell, he was even able to beat me in assault more times than I would care to mention (the highlight being Fire Warriors beating up a Plague Drone).  He was out rolling and out shooting me in a game where I had no cover to hide behind and had to take the longest possible route across the table at his army.  Given the fact me and Severus are at an equal skill level our games usually are decided by things like this; who rolls better, who does the mission/deployment favor more, etc.

None of that mattered though as he literally had no answer for my psychic powers, during each psychic phase i constantly had 20+ dice more than him, allowing me to bring in 6 plague drones and 10 daemonettes almost every turn.  As much shooting as Severus dumped in my army he probably should of tabled me almost twice over, but the fact was most of the units he was killing cost me 0 points so strategically it didn’t even matter.

Summoning is the spell everyone is talking about (and it’s stupid good) but Incursion is ridiculous at least the fact it lets you make Plague Drones is.  I was able to generate over 50 wounds worth of T5 jetpack infantry…..50 WOUNDS!!!!!  No army can deal with that much T5 except for Dark Eldar (but if you fight them you just keep making daemonettes and overwhelm them as without Eldar allies they will have NO psychic defense).  Eventually my Plague Drone conga line just overwhelmed the Tau, locked down all of his units, and grinned them down in assault.

By this time I felt like Aladdin in this scene https://www.youtube.com/watch?v=7R9eHA6YiP8 and my Tzeentch heralds/Pink Horrors were the genie.  Fast forward to 2:05 to get the jist of the last few turns.

 

Daemons absolutely dominate the psychic phase, if you’re not Eldar or Grey Knights and didn’t bring a Rune Priest you don’t have a chance of stopping summons.  If you can’t stop summons you are automatically at a 1000pt disadvantage with models.  Tabling a summoning army without getting a BIG alpha strike on them will be nigh impossible.  Question being, is it too much?

Right now i’m saying yes, it’s too much in a “Necron Flyer Spam back in 6th” kind of way, meaning I see this as a list that is ridiculously overpowered currently but will be brought down to earth, much like ‘Crons where when Tau came out and had skyfire available in mass that allowed them to toast the croissants which had trolled people for so many months.

My gaming group has been discussing house rule nerfs and i’m a little iffy on the subject. House rules tend to be biased (usually unintentionally) and I don’t think it’s fair to limit an armies capability at something when it’s what they’re designed to do.  Capping psychic dice, limiting spell uses, etc is the same principle as telling a Deathwing player they can only bring so many Terminators because you don’t have that many Ap2 weapons, in my opinion.

I predict this list will be brought down to normal soon as Space Wolves are set to be released this year and I envision them being a very potent anti-psyker army (imagine if they keep Rune Priests the same O.O).  Blood Angels will probably follow suit as they are supposed to be an army of talented psykers themselves and who the hell knows what Orks will bring to the table.

The solution here is to just be selective about who you play, if you spammed night scythes at the beginning of 6th edition you eventually ran out of people to play.  No one wants to deal with a headache like that on a consistent basis and after 2-3 games of going “can I beat it?” most people will give up and realize you’re just a douche.  If you do nothing in your daemon lists for the next 3 months except spam Maelific you will run out of opponents (no one wants to fight that BS all the time)

I plan to abuse summoning for a week or two more, just to find out who (if anyone) is a bad matchup for the army and how to beat it.  Nothing would make me happier than to take a loss with it.  After that I will venture back to the flying circus as I feel rumors of it’s demise are greatly exaggerated!

Thanks for reading everyone, be back next time with some more 7th edition info!

How to Lose Friends and Alienate People: Astra Militarum

fry

 

Hello again folks with news of 7th edi…errmmmmm 6.5 on it’s way out I’ve decided to put my CSM series on hold as I don’t want to be dishing advice that will be outdated within a month!  So instead of that for your viewing pleasure, we’re going to look at some of the silliness, AM are capable of!  In a new series i’d like to call, “How to lose friends and alienate people”.  The new IG book is certainly capable of some hardcore Dbagery, “how hardcore?”, was the question I’ve been pondering.  Diving in and rolling my sleeves up, I decide “lets take a shot!”….

The Blob Squad

Infantry platoons have made a strong comeback with this new codex and man oh man can they pack a punch.  Couple that with Yarrick being one of the best special characters in the game (the list of people better than Arhiman just keeps growing -.-) and you can get some serious hilarity going.

Primary Detachment

  • Yarrick
  • 3x Ministorium Priest
  • 3x Primaris Psyker (ML 2)
  • PCS w/ Power Axe, Melta Bombs, Heavy flamer, 3x Flamer, and Krak Grenades.
  • 5x Infantry Squad w/ Power Axe, Melta Bombs, Auto Cannon Team, Flamer, and Vox Caster
  • 35x Conscripts
  • 2x Vendetta
  • 2x Wyvern Battery
  • Aegis w/ Quad Gun

Inquisitor Detachment

  • Coteaz
  • Ordo Xenos Inq w/ 3x Servo Skulls, Psychotroke Grenades, Rad Grenades, Power Armor, mastery lvl 1

 

Total-1847pts

So the premise here is obviously an unkillable blob squad standing behind an Aegis unless they have to march forward for whatever reason.  Forwarning is a key power as once I get that I can guarantee the blob a rerollable 4++ almost every turn thanks to the Ld check shenanigans with the Ministorium Priests (they get to use the highest Ld in the unit because its a LEADERSHIP check not a psychic check, not kidding, read “Ld checks” in the brb).  It’s a lot to bank on one power but Seer Council/Screamerstar do it all the time and it works, plus, with nine rolls on Divination between Coteaz, the Psykers, and the inquisitor I should get it.  In a perfect world Coteaz or the Inq would roll it because they’re not going to get shot in the face by Yarrick for suffering Perils.

So I now have a 50+ model blob squad that is scoring, won’t run, and has a 4++ rerollable.  If you charge it; I drop your toughness by 1, drop you to init 1 if you’re a daemon or psyker, do whatever crazy effect the Psycotrokes rolls, then overwatch with 5 flamers and 5 autocannons (possibly at full BS), before hitting you with 5 power axes, a power klaw, and a daemon hammer…….

Famous-characters-Troll-face-Troll-face-poker-269483

All of that mess bubblewraps the Wyvern Squad, so get back in your own yard melta drop pods, the total group hunkering down behind the Aegis like some bosses with a 30 man conscript meat shield (probably featuring one Primaris Psyker) in front, also like some bosses.  PCS goes in the Vendetta with all their flamey goodness and waits till all the big scary stuff is dead to hop out and burn up the little people (getting me Linebreaker in the process if we’re talking best case scenario)

I think this list is pretty obnoxious, needs tweeking and playtesting i’d like to try it out someday, what do you gent think?

7th Edition Cometh?

m2540198a_60010199006_LimitedDVBoxset01_873x627

“And now, the end is here And so I face the final curtain…..”

According to rumors from sources at Faiet 212 and Bell of Lost Souls, GW is slowly pulling a large amount of their stock off of store shelves.  Reportedly this includes;

-Dark Vengeance Starter Set

-Warhammer 40,000 6th Edition Rulebook

-Warhammer 40,000 Psychic Cards.

-Several finecast kits for all of their game systems.

 

As of now these are only rumors, but it would appear something big is on the horizon for GW.  What do you guys think?

 

Faiet Article: http://natfka.blogspot.com/2014/04/clearing-retail-space-for-7th-edition.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Faeit212+%28Faeit+212%29

BoLS Article:  http://www.belloflostsouls.net/2014/04/40k-6th-edition-is-being-pulled.html

Chaos Space Marines: Black Mace, Burning Brand, and You

Hello again friends!  Before starting on my review of the troop choices in the CSM codex I wanted to take a moment to talk to you about some of my favorite units in the previous section, as well as a discussion on the Artifact choices available in the book.

Now as you may have noticed I omitted the artifacts from the previous section, “why?” you may ask.  Well it’s simple really, while these artifact choices ARE available to any standard HQ choice, no one in their right mind would ever take them on anything outside of a Lord or DP.  You just wouldn’t; I don’t care if you want the fluffiest, most narrative forging game in history.  A warpsmith/dark apostle/sorcerer with Black Mace, Burning Brand, etc would just be silly, don’t do it.  Below each artifact i’ll list an example build of Lord’s and DP’s using said artifact, i’m only going to talk in detail about the three that are actually worth considering.  No one cares about the Murder Sword, Dimensional Key, or Magnus Scroll (and shame on you if you do)

Lets take a look….

mastersword

He paid his 45pts, will you?

Axe of Blind Fury: Models with Daemon/Mark of Khorne only.  A monster power axe that is also a Daemon Weapon, drawback being a slight negative modifier to you WS and BS. Fun Factor: B (Daemon Weapons are always awesome, will let you spill much blood for the blood god).  Competitiveness: B (Solid weapon that is a must have if you’re a Khorne army given the overall weak state of the god currently)

Lord Build-  Khorne Lord on a Juggernaut w/ Axe, Sigil, Melta Bombs, Bolt Pistol, VotLW. Thats 7+D6 Str 6 Ap 2 attacks on the charge O.o even with the drop to WS 5 he’ll average 5 hits.  Not to mention, he has hatred against half the armies in the game.  Stick this mofo in a big squad of Khorn Bikers and dash forward.

DP Build-  Khorn DP w/ Axe, Wings, and Gift of Mutation.  Nothing fancy, just load him up and beat stuff, the WS debuff effects him wayyyy less than it does a Lord so swing away!

The Black Mace: One of the best melee weapons in the game.  An Ap 4 Daemon Weapon with Fleshbane and the Cursed rule.  Cursed forces any model who suffers an unsaved wound to take a toughness check, that removes them from the game if they fail it. You read that right, REMOVES THEM FROM THE GAME. Eternal Warrior?  Doesn’t matter.  Toughness 9? Sorry you rolled a 6.   The only weakness the weapon has is it’s Ap 4…..but oh look a Daemon Prince can take it, oh look a Daemon Prince with Biomancy can take it, oh look that Daemon Prince with Biomancy got Enfeeble.  Pardon me for a second…..

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Fun Factor: A (Removing stuff from the game with a cursed mace?  If that’s not cool to you then you shouldn’t be playing Chaos) Competitiveness: A+ (Ok Phil, if i’m going to bash you for your fails I have to applaud your successes, good job Mr. Kelly!  An absolutely outstanding weapon.)

Lord Build-  Nurgle Lord in Terminator Armor w/ Mace, Sigil, Power Axe, Melta Bombs, Blight Grenades, Gift of Mutation.   Meh, not sure how I feel about this build, probably better on a bike lord but most stuff is.  Well I suppose if you stick him in a termie squad with a Land Raider they would hurt whatever they hit.

DP Build- ML 3 Nurgle Prince Prince w/ Mace, Wings, and Gift of Mutation.  Take 2 biomancy and hope for Iron Arm.

Burning Brand of Skalanthrax: “I can be a Helldrake!” shouted Kharn with blissful glee as he lifted the legendary flamer.  Woe to his dismay upon slaying hundreds of the Astra Millitarium’s Tempestus Stormumus Copyrightable Namekus did he discover that it merely made him sort of a Helldrake   Not one to ever be sort of anything he said “EF THAT $H!T!!!” and threw it away.  Now it is available to all you up and coming Chaos characters for a low flat rate!  On a serious note this weapon is really good for pretty cheap, the Helldrake’s existing seems to nullify the point in it somewhat, but who’s going to complain about more Ap3 flamers?  An overall solid weapon, especially great if you plan on fielding CSM as an allied army (gotta squeeze in all the torrent flamers you can!).  Fun Factor: C (You’re like a Helldrake, but less epic and stuff, not trying to talk it down.  A daemon robot dragon is just a smidgen cooler than this IMO.)  Competitiveness:  B (More ignores cover Ap3 goodness for your power armor trolling pleasure!)

Lord Build-  Slaneesh Lord on Steed w/ Brand, Power Fist, Sigil, and Melta Bombs.  The old outflanking lord trick, bring this guy and a biker unit onto your opponents weak side and watch everything burn!

DP Build-  ML3 Tzeentch Prince w/ Brand, Wings, and Gift of Mutation.  Take two rolls on the Tzeentch table to try and get Breath of Chaos (which you will most of the time). Now you can fire two flame templates of destruction each turn, Helldrake who?        

 

Overall the big three artifacts from the codex share one common them, they are assault oriented.  No matter how you build your character, just remember if you take one of these weapons you will eventually have to get up in your opponents face to make the worth the investment.  We’ll be back next time with a review of the CSM troop choices!