Grey Knights – Digesting

Okay so I've been able to sit down with Grey Knights finally and go through them a little bit and figure out what I like and don't like.

I'll be very forthright initially (and I've said this several times; if you don't wish to read over the way codex changes are currently – please skip to the next paragraph!) – I'm not a fan of the current stage of the direction they are taking with armies and removing “flavour”; it's really easy to see in the case of Grey Knights as everything that isn't a Grey Knight no longer exists. Again, if this leads us to a great platform on which to add and evolve the game; great but I'm not loving it currently (if this is the case; there is always going to be a a time of upheaval and I will look back and gladly eat these words). Until then, well Grey Knights are an army that requires allies to effectively see use. This isn't a huge issue itself for me as I run multiple Marine armies and Eldar so have the ally options available (as well as the models to count as Inquisition). I don't have Guard though or Sisters / Knights which might be of use and for many players out there – they may not have any of these options or a lot less than someone who has collected for an extensive period. This to me is an initial negative.

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X-Wing’s 3rd Faction: Scum and Villainy

Fantasy Flight recently release the first information about the much anticipated, much speculated about third faction for X-Wing:

Scum and Villainy are coming to a galaxy near you soon.

Existing players, prepare your fleets for engagements against new ships with entirely new moves and abilities. Undecided players, get off the fence – if the light side of the Force was too lawful-good and the Dark side a little too lawful-evil, you now have the option of a chaotic-neutral faction.

Plus Boba-Fett's just got a lot cooler.

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The State of 7th: Overview

Inspector Gadget Notice

So we are a little ways into 7th Edition now and we've seen a few of the larger tournaments. The nature of the game, such as it is, is becoming more clear and so are the armies that are making the cream of the crop. While the environment is hardly settled completely, I think we're reaching the point where we can make some more definite statements about things and start looking at what kind of environment we'll be playing in. There are definitely a few surprises in what's shown up so far, but also a lot of the expected players on the field.

This will be the first article in an ongoing series that aims to take a look at the major armies in 7th edition, what they are composed of, and how they function. Later articles in the series will focus on particular armies and builds; this one is intended to give a broad overview of the 7E environment and the sorts of challenges it presents.
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Dataslate – Officio Assassinorum

Alright then – the feeling is that Games Workshop is going to be releasing more and more add-ons to supplement the armies they've already released sort of like supplement books back in 3rd edition. We've already got dataslates and formations and they appear to be coming back around again and with the Inqusition style books (GK, SoB, Inquisittion) all being given their own book, tournament organisers will need to look at how armies are being built for tournaments. Again.

That's another post though; for now – let's look at the new Assassins.

Rules taken from Natfka: Read more »

A New Look at Axis (Convergence Warcaster)

36004_AxisTheHarmonicEnforcer_WEB_0

Heading back into Convergence, I did a reevaluation of Axis, the Harmonic Enforcer.  A lot of players rank him as the worst of the five, and it is easy to see why.  He's a living model, so he's exposed to Grievous Wounds and other effects that matter against living models.  This also means the Optifex Directive can't grant him Magical Weapon, Pathfinder, or Repair him innately.  As a melee beatstick, he lacks Reach.  Even with two PS14 weapons, he does not have Reach, is slower at only SPD5, and a Focus of 6.  His Feat does bump him up an increase in +2 to SPD and STR, but Father Lucant is already there naturally with Positive Charge to hit harder, Iron Mother has her Exponent Servitors, Syntherion has Synergy, and finally Aurora has Flank with her Angels.  Translation: Every Warcaster except for him has a built-in ability to increase their damage output and accuracy.  Axis does not.  So the question becomes why run him when his output for damage can be exceeded by every Warcaster in the faction?  The reason: Board Control.

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7th Edition Orks Codex Review Part 6: Elites

orky6by Scuzob

Like most Codices, Ork Elites suffers because it is jam packed with units you might quite like to take a bunch of, with no way to shift any into Troops or get more of without doubling your detachments. The units are mostly improvements on the basic Ork Boyz mob, having specialized roles or just being mighty melee beatsticks. With a few exceptions, they still have the problem of getting into close range quickly, as walking through a cloud of incoming fire is not something you want to subject these expensive units to.

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Grey Knights: First Look

A Teleport Homer, duh.

Wait, what?

Yep, the codex is leaked in its entirety already. Normally this would be a bit tricky, because it would take time to scan all of the pages, etc… except that with the new GK book, there's hardly anything in there to scan. So yeah, let's the steaming pile of garbage that we've been served up.
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Introduction to Warmachine Factions

Hello again and welcome to the second installment of my posts here on 3plusplus. (Hmm…I may need a name for all this…)

Last time, I argued why you should try Warmachine. Today, I am going to assume that some of you were at least mildly interested but are now looking at all the options saying “Now what, Ed?”

So, I’m going to give a brief overview of each faction in Warmachine and Hordes. The operative word is brief. Frankly, there is simply too much complexity to attempt an even semi-comprehensive assessment of each faction and you’d be drowned in info, even if I could do it. Therefore, this is going to contain a no-BS look at the basics of each faction. We’ll touch on general playstyle of each and give a realistic look at what a player can expect from the faction. I’ll talk about the most popular casters and their typical style as well as building up from the battlebox.

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Mistake Mondays: 7th Seal Edition

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WM/H ETC Report #2 (Trollbloods vs Cygnar)

Alright, so my round five. We're up against the EU dream team Martin's Manhoes ft. Rickard Nilson (Minions), Daniel Knauss (Cygnar) and Robin Maukisch (Legion). The only matchup I desperately want to avoid here is Hornacek because he's got Fist of Halaak and it's probably a little in his favour. So we use our team feat on Martin to stop him for being an eligible player for the tiebreak table and put me on it. As a result I end up in a game against Daniel Knauss, a player who's name I recognised from somewhere. Turns out he was a player who's name I recognised from the EU masters tournament, top 8 in multiple european tournaments including the Iron Gauntlet. He's also an upstanding gentleman and a fantastic opponent.

So he's playing his Swans into my Trolls. Daniel has a super interesting Stryker3 list which I was eager to test my meaty mettle against:

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