Pages

Friday, August 29, 2014

Space Marine Codex Review: Vanguard and Sternguard Veterans



Vanguard Veterans


Vanguard Veterans are an elite version of the standard Assault squad, composed of Veteran Space Marines with access to lots of specialist weaponry. Fortunately, they dropped massively in point cost from last edition, but their Heroic Intervention no longer allows them to assault when they Deep Strike. They now ignore the penalty for disordered charges and automatically pass tests for Glorious Intervention. These are handy but situational advantages; they won't change the game like assaulting from Deep Strike but the squad has decreased in cost enough that it's worth it.


You include Vanguard Veterans for their equipment, not their special rules. Any model can take melee weapons such as power weapons and power fists, as well as grav and plasma pistols and storm shields, and the Veteran Sergeant can take a relic blade. If you want a jump pack squad that can take out heavy targets, Vanguard Veterans are your best (really only) choice. Don’t go overboard on the melee weapons; three or four are enough to wipe out most enemy squads, and they get expensive quickly. Alternatively, I’ve heard that some players have had success arming every model with two grav-pistols. These can Deep Strike and produce a ton of very dangerous but short-ranged firepower. This seems very expensive to me (I would prefer to just take a Command squad with plasma guns and a Drop Pod) but it certainly packs a punch.

Wednesday, August 27, 2014

Dataslate Review: Officio Assassinorum



Games Workshop recently released a Dataslate with updated rules for Imperial Assassins. Like many players, I’ve always loved the idea of the assassins, but they haven’t been great at doing their jobs on the table and their availability has been very limited. Their new rules go a long way to fixing that.

Imperial Assassins count as an Imperial Faction and can be included as an Officio Assassinorum detachment, which includes a single Elite choice. All assassins share several special rules. They score a bonus victory point if they kill the enemy Warlord, and all have Fearless, Infiltrate, and Move through Cover. They cannot be joined by independent characters, have a 4+ invulnerable save, and inflict a -2 penalty to Look Out, Sir! rolls against wounds they caused. All of this combines with a very strong statline, equal to or superior to a Chapter Master in almost every stat. All of the Assassins are 150 points or less, so are quite a value.

Monday, August 25, 2014

Eldar Ranger, Guardians, and Heavy Weapon Platforms



I was a bit burned out after the Imperiad, but I took some time off from painting and playing. Now that I've had a bit of a break, I've decided to try and finish painting most of my assembled models. My "needs to be painted shelf" is getting really crowded. This meant painting up some Eldar, as the vastly outnumber unpainted models from any other faction.  First was the limited edition Ranger pictured above. I think he came out with the first Cityfight codex, and he's gone umpainted the whole time. He looks massive next to my older Rangers, as he's kneeling but is almost as tall as the old standing Rangers.

He came out a little bland because his coat and pack are just various shades of brown, but at least he matches the scheme on my old Rangers.

Friday, August 15, 2014

The Imperiad Grand Tournament: Conclusions



At the end of the weekend, I had four losses and a draw. Despite that awful sounding record, I was pretty happy with my play. Four of my games were very close, and a bit of luck would have resulted in some wins for me. Things just didn't fall my way.

The overall winner was a Tyranid player using lots of flying monstrous creatures. I don't know much about the list, but I do know that he absolutely crushed Imperial Knights using a combination of Crone haywire missiles and the fire power from 4 flying Hive Tyrants. Second place went to Eldar, while third place went to Necrons.

Wednesday, August 13, 2014

The Imperiad Grand Tournament: Game 5

My last game was a Maelstrom of War Spoils of War mission using Dawn of War deployment. My opponent was Eldar, and he was using:

Farseer on Jetbike w/ singing spear

6 Jetbikes w/ 2 Shuriken Cannons

5 Dire Avengers
Wave Serpent w/ twin-linked scatter laser

5 Dire Avengers
Wave Serpent w/ twin-linked scatter laser

5 Dire Avengers
Wave Serpent w/ twin-linked scatter laser

5 Dire Avengers
Wave Serpent w/ twin-linked scatter laser

10 Warp Spiders

10 Warp Spiders

Wraithknight w/ suncannon

Monday, August 11, 2014

The Imperiad Grand Tournament: Game 4

My third game would be against Tau, fighting an Emperor's Will mission with Vanguard Strike deployment. My opponent's list was something along the lines of:

Buff Commander with all the standard goodies

12 Fire Warriors
Devilfish w/ bonus cover save and ignore difficult terrain

12 Fire Warriors
Devilfish w/ bonus cover save and ignore difficult terrain

20 Kroot

3 Crisis Suits, each with 2 plasma rifles and shield drones

Riptide w/ Ion Accelerator, Feel No Pain, Interceptor

Riptide w/ Ion Accelerator, Feel No Pain, Interceptor

3 Broadsides with all the missiles they can have, including missile drones

Skyshield Landing Pad

Friday, August 8, 2014

The Imperiad Grand Tournament: Game 3

My third game was against Necrons. The mission was Relic and the deployment was Hammer and Anvil. My opponent's list was something like:

Overlord w/ warscythe, Catacomb Command Barge, Mindshackle Scarabs.

Destroyer Lord w. warscythe

5 Warriors w/ Nightscythe

5 Warriors w/ Nightscythe

5 Warriors w/ Nightscythe

6 Wraiths

6 Wraiths

6 Wraiths

Annihilation Barge

Annihilation Barge

Annihilation Barge

As you can see, there's not fat on that list. I expected this to be a tough game. My opponent had a Destroyer Lord conversion that I don't recall seeing before and I thought was really cool.

It's extra appropriate because the Lord is leading Wraiths.

Wednesday, August 6, 2014

The Imperiad Grand Tournament: Game 2

My second game was against an army composed of 5 Imperial Knights, all with thermic cannons. The game was Purge the Alien (kill points) with Vanguard Strike deployment. If that sounds like a brutal match up for me, I'll cheer you up with some nice pictures of my opponent's knights. They looked great, and I was really impressed at how well he was able to get the decals to blend into the paint.


Monday, August 4, 2014

The Imperiad Grand Tournament: Game 1

My first game was against Orks. This is my first game against the new codex, and my opponent was taking the Green Tide formation, so this would definitely be a learning game for me. The mission was Crusade, but with 5 objectives located in the center of each table quarter and in the center of the table. Deployment was Dawn of War.

He set you his Green Tide across most of the table. It contained 116 Boyz, including 10 Nobz with power klaws, a Warboss with a power klaw, some super choppa that got better the more models he killed, and something to make him Fearless, a Mek that gives a 4+ invulnerable save to every model within 12", and Mad Dok Grotsnik. In reserve was 3 squads of Grots and a Dakkajet.

The Green Tide was tough. It was Fearless from two sources, so I couldn't rely on Mob Rules! to cause extra casualties. The center of the mob (where all the important characters were) had a 4+ invulnerable, while the whole mob had Feel No Pain. It can also Waaagh! every turn except the first, so it can always run and charge. I really was having trouble estimating its charge distance. It was absurdly fast.

Friday, August 1, 2014

The Imperiad Grand Tournament: Prelude

 
With the completion of my second Stormtalon, my army was ready for the Imperiad. I played five practice games with this list, which is more than I usually practice before a tournament. In fact, I won 4 of the 5 games, my longest winning streak in a while. I wasn't expecting to be on the top tables, but I felt better about my list and playing ability than I have in a while.

Related Posts Plugin for WordPress, Blogger...