If we can get a large enough order, we can get it shipped to Pembina, ND to save on shipping. I can then pick it up after work. Who's in? I know I want 2 trays for my P.A.C.K AIR!
Monday, July 1, 2013
Friday, June 28, 2013
Misfits of 40K: Episode 5
Ok, so I didn’t have a hidden easter egg in
the last episode for a clue to this episode, boo hoo. So I’ll give it to you now, F***ed O**…
anyone… no? Well, this is especially for
you Necron players, even though you probably have no clue as to what I am talking
about.
This episode is on...Flayed Ones. Still nothing huh? Ok, go to the Necron codex and turn to page
37, then 93. There you go...what? Yes they have been there the whole time. No I did not just put it there while you
weren’t looking. It’s not so bad is it?
The Flayed One has had a long existence on
the short bus of the 40K universe. In
fact, I’m not sure they were ever popular or good, but after having a look at
them I’m not entirely sure why they suck.
This model speaks volumes towards their unpopularity
(MISSION IMPOSSIBLE PLAYS IN BACKGROUND)
With a WS, S, and T of 4, 3 attacks, and a
4+ save with Reanimation Protocol they really don’t seem to be all that
awful. They have Infiltrate which also lets them outflank, the ability to deep
strike, and are relatively cheap at 13 pts a model.
Now before I get into the meat of the episode, where I convince you that Flayed Ones are awesome, I’m going to point out a
couple flaws and reasons they aren't taken.
They are I2, meaning almost everything goes before them in combat, and
while the Reanimation Protocol is great, they don’t reanimate until the end of
the phase which makes combat res a problem against a good assault unit. They also can’t get a dedicated
transport and the changes to outflank
and assaulting from reserves has hurt them. Finally, they don’t really have a place in the good army builds like
“Wraithwing” and “Cron-Air” spam. They
are too slow, can’t start in a transport, and can’t assault when coming in from
reserves. All in all, not a great
pairing with the fast moving fliers, and the terrain ignoring Wraiths.
So lets take a couple of other units with
similar points costs and do a head to head comparison. This is a “cost analysis” I like to do to see
if a unit can hold its own vs a similar point cost unit in an optimal
situation. The situation I have is if 10
Flayed ones charges a unit of similar points and model size. This gives me a good idea whether or not they
are good even in the best case scenario.
First up, Chaos Space Marines!
A unit of 10 CSM runs 140 pts, bare bones,
a unit of 10 Flayed Ones is 130. The
difference is simply the Aspiring champ.
With just basic 10 man units, the CSM will kill 2 Flayed Ones on
overwatch and combat, then the remaining 8 Flayed Ones will kill 2.5 CSM
back. So it’s a narrow win, but still a
win. Then there is a chance that the
fallen Flayed Ones will get back up.
Why so serious?
With their new fangled codex and rules,
Dire Avengers have gotten better. 2
shots and seudo-rending makes their overwatch deadlier. Again, Flayed Ones charging into a unit of DA
will lose 3 to overwatch and assault, and the remaining 7 Flayed Ones will kill
4.5 DA. After which, 1 Flayed One should
get back up.
So, after that quick analysis I know that in a
toe to toe fight, in a vacuum, 10 vs 10, Flayed Ones are pretty good.
I mentioned before that these guys are
kinda slow and have a hard time keeping up with the rest of the army, which is
their biggest problem. Well, I’d suck at
this if I didn't think of a couple ways to compensate.
The good new is that GW must have thought
that these guys were gonna have a hard time keeping up too, so they gave them
Deep Strike and Infiltrate. The bad news
is you can’t just throw them down and have them wreck face, they are not
durable enough for that. You need to
plan and combine forces so that things meet up at the same time. I won’t go into great depth on target
saturation, but the idea is to time it so that your units spring into striking
position the same time your units arrive from Deep strike. This leaves your opponent with lots of units
he has to kill, but he won’t be able to kill them all. With your remaining units you hammer into him
hopefully crippling him enough to win the day.
Flayed Ones work extremely well with
Wraiths, because the Wraiths are very durable and very fast and they have whip
coils. This means that most of the enemy
models will be attacking at I1. Combined
with the Wraith’s rending and the sheer volume of attacks, a combined charge
should be able to kill just about anything.
Another thought is to take a Monolith.
SAY WHAT AGAIN!!!
Ok, ok, ok, hold on there. I know the Monolith isn’t the glorious
un-killable nightmare that it was, but it’s still an AV 14 vehicle which is nothing
to laugh at.
You silly bitch! Monoliths suck!
So maybe a later episode will deal with the
Monolith, none-the-less this is a way at getting your Flayed Ones in place and
it’s possibly more reliable than Deep Striking.
As a last resort, you can use them as a
distraction. They are not that many
points in the grand scheme of things and they could cause some havoc if they
deep strike in the backfield, which would take some heat off of the units that actually count, like Wraiths.
That’s it for this episode, stay tuned for
more craptacular 40Kness.
PS: I quickly gave up on that easter egg thing for next episode. It's hard enough trying to be funny AND inspiring with the odds stacked against me.
Thursday, June 27, 2013
Mechani-kon - October 26, 2013
Mechani-kon has recently opened registration for their event on October 26, 2013. According to reports from Winnipeg is Nerdy, they have already filled about a third of the 30 spots available for the 40k tournament.
Check out their website for registration and event information. The 40k tournament is a great time and brings out lots of cool armies. They will have other games available too, including a Warmachine tournament and some open tables for board games from JimCon.
See you there.
Check out their website for registration and event information. The 40k tournament is a great time and brings out lots of cool armies. They will have other games available too, including a Warmachine tournament and some open tables for board games from JimCon.
See you there.
Wednesday, June 26, 2013
July 20th Apocalypse game: Campaign Teaser 2
![]() | |
| What do you mean we killed "almost everyone"? Who was responsible for the primary population analysis? |
![]() |
| Blaurrrggg gurrgle blarrrg |
![]() |
| Great! Now how are we going to find the weapon?! |
![]() |
| Blaaaaah gloooooberrrrr....sorry.... |
![]() |
| We'll never help you find and/or rebuild the weapon... |
![]() |
| Meanwhile far far away a Dark Angel sleeps...ZZZzzzZZZ |
![]() |
| Hey, Angel of Death... Heed my words. You must travel to the world of Lanius Excubitor. The forces of Chaos are attempting to find a weapon that could spell the ending of us Elda... The Galaxy! |
![]() |
| Whoa, weird dream. Captain, I implore you, we must muster the fleet at once! I'll explain when we get there. |
![]() | |
| Aww man! Why do we have to go to? We always die the most! |
![]() |
| Meanwhile back on Lanius Excubitor |
![]() |
| Look, Spikey humies! Get 'em! Waaagh!!!! |
![]() |
| ZOT |
Monday, June 24, 2013
July 20th Apocalypse game: Campaign Teaser 1
![]() |
| Hard to read? Click here for enlarged image. |
Forces of Good
Sean T: Alaitoc Eldar
Wes S: Dark Angels
Chad R: Dark Angels
Shawn W: Imperial Guard
Forces of Chaos
Rob L: Evil Sunz
JP P: Night Lords
Jordan N: Death Guard
Fabio F: Death Guard
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| to find out WHY these army are "working together" |
Sunday, June 16, 2013
And now for something completly different
Many moons ago, Thursty convinced me to purchase Dystopian Wars. It looked like a fun game, the models were nice and it was dirt cheap to start playing. So I picked up a French starter box (Republique du France)... That was in November! I also picked up a box for my non nerd buddy Nick, as this seemed to be the kind of game he would be interested in (Naval Battles). That was in December.
Well, Nick came over yesterday and we had finally made plans to try out this stupid game we bought seven months ago. I dusted off my starter box and through some paint on the boats. This is how they turned out:
This was an awesome painting project. It took me exactly around 1.25 hours to do, and I think they look really good. I have yet learned to play or have a game, so if anyone wants to teach me.....
A few months ago while we were in Minneapolis to the Dark Star GT, we went to a large nerd store that carried a line of models called "Dark Sword". These models were really cool. I picked up this Pug Princess for my girlfriend as she 1) loves pugs (all her dogs are pug crosses) and 2) likes really cute minis. So I quickly painted this little dudette up for her :)
Well there you have it folks. Just thought I'd show you something different that I painted up this weekend.
But seriously, somebody play distopian Wars with me.
-Greg
Well, Nick came over yesterday and we had finally made plans to try out this stupid game we bought seven months ago. I dusted off my starter box and through some paint on the boats. This is how they turned out:
| My French fleet sans (that's French for "Without") air craft... and turrets, forgot about the turrets |
| My Big-ass Mamajamma with.... heat cannon? |
| Heat cannon. I get a heat cannon about 20 minutes after eating buffalo wings |
| Wee bit of OSL |
| So I guess the bad boys can fly... as to run away faster |
| The colours look much better in person |
| Awww, these guys are so teeny weeny and cute |
This was an awesome painting project. It took me exactly around 1.25 hours to do, and I think they look really good. I have yet learned to play or have a game, so if anyone wants to teach me.....
A few months ago while we were in Minneapolis to the Dark Star GT, we went to a large nerd store that carried a line of models called "Dark Sword". These models were really cool. I picked up this Pug Princess for my girlfriend as she 1) loves pugs (all her dogs are pug crosses) and 2) likes really cute minis. So I quickly painted this little dudette up for her :)
| Pug Princess: One sexy bitch |
| I'm especially a big fan of the six teet chain mail bikini top |
| Totally would have been funnier if she was wearing a chain mail thong. |
But seriously, somebody play distopian Wars with me.
-Greg
Wednesday, June 12, 2013
40K Misfits: Episode 4
For those of you who guessed that pulling a rabbit out of my
ass was the clue for today’s episode, you are right! I am going to talk about MAGIC.
Tada!
Ok, not magic per-se, but psychic powers, and not just any
powers, but the Chaos Space Marine ones in specific.
So, as many of you may know I play Chaos Space Marines and I
often run a level 3 sorcerer with no god-mark.
Now I specifically take no mark for several reasons. Mainly it’s due to the amount of suck that
surrounds the Chaos powers, but they also don’t have a full list of spells,
which means GW had to throw in an asinine rule because they are too lazy to
think of 3 more spells. The rule in
question is you must have one power from the discipline of your chosen mark, but
you can only have half (rounding up) of that discipline. This essentially means that you must roll on
2 different charts if you have a mark, making it extremely difficult to rely on
anything. What they also should have
done, like they did for the Chaos Daemons codex, was to give followers of each
god a different set of BRB disciplines they can choose from on top of the god
disciplines. Seriously, how the hell did
Tzeentch followers NOT get access to Divination.
Are you telling me this guy can't see the future even a little bit?!?!
So, in order to keep this post a reasonable length, I’m only
going to talk about some of the spells that really stand out in my eyes. Otherwise it would just bore the shit out of
you.
Discipline of Tzeentch is mainly a shooty set of powers with
the exception of Boon of Mutation, which may just be the most useless and
pointless psychic power in the game.
Even in this series I cannot justify using this power so I won’t even
mention it. However the other 3 powers
are decent.
Doombolt is, in my eyes, the best power in this
discipline. 18” beam, strength 8, AP1,
with a boost if you explode a vehicle.
This power is awesome at killing terminators. For those of you who aren’t sure how this
power works, its like this:
This has nothing to do with what I’m talking about.
draw a line 18” long, the first model on the line takes a
strength 8 hit. The next model takes a
strength 7 hit, then 6, 5, 4, etc until there are no more models or the beam
ends, all at AP 1. If you hit a wall or
obstacle it loses a point of strength as if it hit a model. Now if you check the wording carefully, each
individual model that is touched by the line is hit, not the closest model in
the unit. This means that this power can
be used to snipe out characters, weapons, banners, etc, and you don’t need to
roll to hit with your mediocre BS of 4.
This power is great if coupled with a method of moving quickly, a disk,
jump pack, anything that can move you into a position to hit lots of models
with that 18”.
Last is Breath of Chaos.
A little less than its previous version in that it costs 2 warp charges,
but still a great power. A template that
wounds on 4+ and AP2 is awesome.
The discipline of Nurgle is possibly my favorite of the
Chaos disciplines because it mirrors my play style quite well, not overly
aggressive, subtle, with some de-buffing and a final power shot.
Weapon virus is possibly my favorite spell of all the spells
in the game. After casting this spell,
and your opponent fails his DTW roll, you have just given every ranged weapon
in that unit the Get’s Hot special rule.
Yeah, exactly, awesome. Let’s say
there’s this unit of orks that have these big guns that shoot 48” and have D3
shots. You get this spell off, and he
gets 3 shots, half of those suckers are gonna die. Those damn venoms bugging you, cast this on
them and there is a damn good chance it kills itself in 1 round of
shooting. And it has a 24” range which
is really pretty good.
Plague Wind is a great spell. 12”, large blast, poison 4+, and AP 2. It does cost 2 warp charges, but this sucker
kills half of everything it touches.
Onto the Rocky Horror Picture Show of powers, the Discipline
of Slaanesh.
Take a step to the left!
This is another set of powers that I like, although it seems
that there are other powers out there that are similar or better.
Symphony of Pain is a good spell with a great kick if you
build your army just right. This
malediction sets the target back 1 BS and WS.
Not bad if you’re getting ready to charge a nearby unit. On top of that, all of your sonic weaponry
that shoots at that unit counts as being 1 point of strength higher, which is
pretty damn awesome if you’ve taken a bunch of sonic weapons. I really like this power on a Prince flying
around, coupled with a couple of units of Noise Marines with a Doom Siren. S6 AP3, and without a Helldrake, so it isn’t
cheesy, and you can have 6 of them. Then
you take a Helldrake on top of that and unless your opponent is packing a lot
of 2+ armour (Garth) he is in a world of hurt.
Ecstatic Seizures sounds like it is a really cool
power. Every model takes a hit at it’s
own unmodified strength. So in most
cases, half of the models in a unit will take a wound. That means it sucks vs small elite units and
is great against large units with high S, low T, and low armour saves. There are 3 things that hurt the viability of
this power, it is 2 warp charges to cast, and it’s a witchfire, meaning you
have to roll to hit. With your sorcerer
only having a BS of 4, this is too unreliable and it’s not powerful enough to
take a lvl 2 Daemon Prince. Third, the
wounds inflicted don’t use any of the models special rules like poison or
rending. Now if you check the wording
again, it says each model takes a hit, meaning that all the wounds won’t
necessarily go on “jabronies”. Those
special weapons guys have to take their own hits and suffer their own wounds,
same goes for IC’s and squad leaders, so it isn’t all bad.
So lets talk about combos.
My very most favorite combo is Weapon Virus and Puppet Master from
Telepethy. Start off by casting Weapon
Virus, then move up and cast Puppet Master in your shooting phase, making the
target not only shoot at his own army, but it’s weapon could get hot. Then you charge that unit with some puny
expendable unit and have them fire overwatch and cause more wounds on themselves
than they do to you (because they have to roll to wound you, while gets hot is
an automatic wound). This works great on
Dreadnoughts and other Dreadnought like vehicles that can shoot overwatch, and
shoot lots. Also, the FAQ allows you to
pivot the walker to shoot at something out of it’s fire arc, as long at it’s
turned back to it’s original position.
So lets take a practical look at the situation. A Contemptor Dreadnaught with 2 of those
fancy assault cannons shoots 12 shots.
So when you cast Puppet Master, it’s going to over heat twice and lose 1
hull point on top of the damage it inflicted while shooting. Then, because your sorcerer targeted it with
a shooting attack, you shoot your melta’s at it possibly taking off another
hull point. Then you assault it and it
overwatches you inflicting yet another hull point, and by that point possibly
killing itself.
Another combo that gives me a warm feeling is Cultists and Hysterical
Frenzy(which I didn't talk about). 35 Cultists with pistol and
knife have 2 attacks each. Give them the
mark of Khorne and they have 4 attacks on the charge. If you then cast Hysterical Frenzy on the
unit, they either have 5 attacks on the charge, or their attacks are made at
I4, or S4. That equates to 29, 23 (at
I4), and 35 wounds respectively. If you give the cultists mark of Slaanesh, they could be inflicting 17 wounds at I5. This is
of course assuming that all of them get there and your opponent is T4. Even if only half of them
get to attack, that is still a staggering number of armour saves they are
causing.
The last combo I am going to talk about I already mentioned,
Symphony of Pain and Doom Sirens. We all
know how awesome S6 AP3 flamer templates are.
A unit of Noise Marines in a Rhino, coupled with a Prince flying around
is a fairly maneuverable pair, the Rhino able to move 18” the first turn, then
6”, disembark 6” in the second, plus the 8” template.
If your getting within flamer template range, then you could also give
some models in that unit sonic blasters and get a handful of S5 shooting in
there also. Not to mention that all
Sonic weapons ignore cover.
Yet again, I could list a dozen combos but that's going to be it for this episode. Post thought and future episode ideas in the comments section, I do read them and respond.
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