New 40k FAQs

Tau – changed such that Ignores Cover form Markerlights is unit specific rather than weapon specific (and by changed I mean they answered a question in this way)

Space Wolves / Black Legion – nothing… thank you for making me look GW :).

Imperial Knights – clarified movement through terrain

Daemons – added attacks for Bloodletter Crews. You're still not using the skull cannon anytime soon.

Dark Eldar – nothing loaded…

 

Not much all in all folks, sorry!

Exigence New Tiers: Trollbloods

The second half of the roundup on Exigence involves the 6 Theme Forces featured in the book for the new warlocks: Avalanche, Wold War, Footsteps of Giants, Death's Wings, Voodoo Dolls, and Curtain Call.  The idea of a Theme Force gives you bonuses for running armies a certain way, at an opportunity cost of other models.  So lets see what we're looking at, starting with Trolls and going down the line for each one. Read more »

Imperial Armor 13 Review

1304782703681 So the long-awaited update to the multitude of Chaos vehicles is here, and with it a new army list that updates the Renegades and Heretics (i.e. Lost and the Damned) army as well as a side benefit. The book is something of a pleasant surprise for CSM players, since many of the entries within are just Chaos equivalents of many of the best Loyalist vehicles- and unlike many previous iterations, they aren't simply worse than their counterparts in arbitrary ways.

The book isn't all golden, but it's a ray of light for a faction that is struggling to remain relevant even in more casual games, much less the cutthroat competitive world. So let's take a dip inside and see what kind of gems we can discover (as well as poke fun at Forge World's inability to know the rules of its own game.)

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FF release new X-Wing FAQ

Fantasy Flight have released a new FAQ for X-Wing, and apart from the usual clarifications and wording-tweaks there are some changes well worth being aware of.

  • Ten Numb's special Critical hit is unblockable
  • A ship can only drop one bomb per turn – This could mean ships with more than 1 bomb slot are on the way.
  • Moving “Forward 0″ (a stop) after bumping into an enemy model previously meant you weren't touching them in the next turn. Now the models do count as touching. This will affect Shuttles, who could have used a Stop and then fired at Range 1 into the enemy model.
  • Players have to decide if they want to use Dash's special ability (You may ignore obstacles during the Activation phase and when performing actions) before moving, rolling or boosting. The wording is 'may', so this clarification means that they don't get to do a roll, decide they don't like the position after all, and then say they choose not to use Dash's rule as a cheeky way to retract the action.
  • Jake Farrel (After you perform a focus action or are assigned a focus token, you may perform a free boost or barrel roll action) can use focus as his second action (with PTL) and still get a free boost or roll.
  • The ship that Jan Ors crew-card is on can be the target of her ability (Once per round, when a friendly ship at Range 1-3 performs a focus action or would be assigned a focus token, you may assign it an evade token instead)
  • Read more »

Exigence Roundup

With the new release of Exigence, we now know everyone's upcoming new toys, both good and bad.  I'll be covering their Theme Lists later as its a bit of a discussion with 6 involved. Read more »

XV109 Y’vahra Review and Rules Discussion

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For those who aren't in the know, Forge World has released another variant of the Riptide suit (available for download here). Given the fiasco that the last one, the R'varna, was, we can hope that they at least learned some kind of lesson with the whole thing in making the Y'vahra. At first glance, one might assume that they had not- it seems to feature all the worst qualities of its predecessor and then some, but having read through the rules I think that's very deceptive. The Y'vahra, while possessing many strengths, also has some very significant weaknesses that make it more than a “duh of course you would” choice over the R'varna and Riptide, which is a good sign. While I'm not sure I would call it well-balanced overall- all the more because I don't really have any experience with it yet- it's not clearly and obviously broken, at least.

Of course, it does have some little faults, most notably a pretty major rules interaction that isn't clear. So we'll open up talking about that and then transition into a review of the battlesuit proper.
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Bigger X-Wing – The Battle for Hoth

X-Wing is a terrific tournament-game, fast-paced and well-balanced for competitive events, but to take a break from the competitive 100 vs 100 tournament scenario we've been playing, some of our local players and I decided to do try something a little different:
A 2 vs 2 battle over the surface of the planet Hoth. Here's a brief battle report and some photos from the game that I hope will inspire other people to try different sizes and formats.

This 4 player, 200 v 200 game was played on a 4×4 board, which gives a playing area considerably larger than 3×3. We increased the obstacle count to 9, ranging from AT-Asteroids to Taun-Taun-Debris. The game looked great, played to conclusion in less than 2 hours, and frankly everyone had a great time.

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7th Edition Orks Codex Review Part 9: Heavy Support Part 2

orky9by Scuzob

Orkz have four different kinds of Walkers sitting in their Heavy Support. As we all know, Walkers are super cool in concept, but the 40k rules prevent them from being super cool on the table. They're combat units with a small amount of shooting, but are just too damn slow to get into a fight when you need them to, and too vulnerable to dedicated anti-tank firepower. When the rules change in a manner that makes Walkers better, that will directly improve the Orkz' offerings, but for now they're all sort of mediocre.

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7th Edition Orks Codex Review Part 8: Heavy Support Part 1

orky8

by Scuzob

At this point, what army doesn't have a Heavy Support that's packed to the gills with units you would like to take a load of? Suffice to say, Heavy Support often contains a Codex's killer units mixed in with some other fun but okay/terrible stuff. Orkz are no different, with Mek Gunz and Lootas taking the top spots, Battlewagons following closely behind, Flash Gitz occupying a “not as bad as they used to be” spot, and four kinds of Walkers trailing behind. The Orkz have their biggest guns and strongest shooting packed into this section and it is a rare army that does not make use of two or even three of these units.

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Salvaging Dark Eldar

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The new Dark Eldar book is shitty.

As in, really, really shitty. It makes Grey Knights look flavorful and complex, that's how bad it is. However, being that as it may, people are still going to use it and it's still going to be a thing that's around. So, let's see what we can find in this mess that might be applicable to games where your opponent's army isn't some kind of derpy battleforce junk heap.

(Note: If you are horribly offended that I called DE shitty and want to post a long rant about how I “just don't understand the Way of the Water Warrior they are a very skill-based army” or that “lol you just can't adjust to the new book it's fine” or how “FINALLY GW is nerfing the overpowered waac bullshit from the game” then you probably should just stop reading now, for both our sakes.)
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